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August 20, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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Don't Miss: Creating dynamic audio in the destructible levels of Rainbow Six: Siege 5
by Louis Philippe Dion [08.20.18]
In this deep dive, audio director Louis Philippe Dion explores how the Siege dev team used strategically placed nodes to calculate the flow of sound in ever-changing, destructible battlegrounds.
Audio, Design, Console/PC, Social/Online

Video Game Deep Cuts: A PICO Double Walking Dead  
by Gamasutra Staff [08.19.18]
This week's highlights include articles about new Walking Dead narrative & AR games, a talk on PICO-8's playfulness, and lots more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Blog: What can game composers learn from VR arcades?  
by Winifred Phillips [08.15.18]
Video game composer Winifred Phillips explores how composers can learn about virtual reality through VR arcades.
Audio

Reminder: Thursday is your last day to pitch Main Conference talks for GDC 2019!  
by Staff [08.14.18]
Heads up, game makers: The last day to pitch talks for the 2019 Game Developers Conference is this Thursday, August 16th -- so get your submissions in now!
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video Game Deep Cuts: We, Happy To Take The Magic Leap  
by Gamasutra Staff [08.13.18]
This week's highlights include impressions of the much-pivoted We Happy Few, hands-on with the vaunted Magic Leap AR glasses, and lots more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video Game Deep Cuts: It's VGDC Issue #100!  
by Gamasutra Staff [08.06.18]
This week's longform article & video highlights include neat analysis on Six Ages & King Of Dragon Pass, the battle for Manchester Cathedral in Resistance revisited, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing


ADAPTIVE GAMEPLAY AESTHETICS (PART 2): A Disruptive Game Design Framework  
by Krzysztof Solarski [08.20.18]
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, VR

Shoot SFX - Procedural Audio  
by Piotr Goj [08.20.18]
In this tutorial I explain how to make SFX of shoot without sound file.
Audio

Video Game Deep Cuts: A PICO Double Walking Dead  
by Simon Carless [08.19.18]
This week's highlights include articles about new Walking Dead narrative & AR games, a talk on PICO-8's playfulness, and lots more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

VR Arcades for the Game Music Composer  
by Winifred Phillips [08.14.18]
Video game composer Winifred Phillips explores how composers can learn about Virtual Reality through VR arcades. Includes the history of some major international VR arcade franchises, with success stories and possible future developments in the field.
Audio, Business/Marketing, VR

Video Game Deep Cuts: We, Happy To Take The Magic Leap  
by Simon Carless [08.13.18]
This week's highlights include impressions of the much-pivoted We Happy Few, hands-on with the vaunted Magic Leap AR glasses, and lots more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

ADAPTIVE GAMEPLAY AESTHETICS (PART 1): A Disruptive Game Design Framework 1
by Krzysztof Solarski [08.09.18]
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, VR


Tilting Point — New York, New York, United States
[08.20.18]
Senior Product Manager


Against Gravity - makers of Rec Room — Seattle, Washington, United States
[08.20.18]
Server Engineer - Rec Room (VR)


Bohemia Interactive — Mníšek pod Brdy, Czech Republic
[08.20.18]
Game Programmer


ConsultNet — Santa Ana,, California, United States
[08.20.18]
Senior Gaming Generalist Programmer


Wargaming.net — Chicago , Illinois, United States
[08.20.18]
Server Engineer
Wargaming Chicago-Baltimore is hiring a Server Engineer!

Wargaming.net — Baltimore, Maryland, United States
[08.20.18]
Gameplay Engineer
Wargaming Chicago-Baltimore is hiring Gameplay Engineers

Wargaming.net — Chicago , Illinois, United States
[08.20.18]
Gameplay Engineer
Wargaming Chicago-Baltimore is hiring Gameplay Engineers

The Game Band — Los Angeles, California, United States
[08.20.18]
Technical Artist
As our Technical Artist, you'll be charged with setting up our shader pipeline, create stylized environment shaders, particles, and visual effects to enhance the mood and narrative of our game world.

The Game Band — Los Angeles, California, United States
[08.20.18]
Platform/Build Engineer
As our Platform/Build Engineer you'll be responsible for creating tools and systems to advance our in-development builds towards a polished, technical release across multiple platforms. You'll collaborate with a small team of developers to optimize efficiency of day-to-day tasks via tools and automation, while improving build performance and supporting QA.

Crystal Dynamics — Redwood City, California, United States
[08.20.18]
External Lead Producer