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February 21, 2018
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Capcom will present a postmortem of Monster Hunter World at GDC 2018!  
by Staff [02.20.18]
Yuya Takuda, a longtime Capcom game dev who served as director on Monster Hunter World, will spend an hour speaking in rare detail about how the remarkable game was designed and developed.
Audio, Business/Marketing, Design, Production, Art, Console/PC, Social/Online, GDC

Video Game Deep Cuts: Florence & The Orange Monster Box  
by Gamasutra Staff [02.18.18]
This week's Video Game Deep Cuts highlights include a look at evocative smartphone title Florence, the anniversary of Valve's Orange Box, and a Monster Hunter buddy team-up service.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Catch a UX postmortem of Halo Wars 2 at GDC 2018  
by Staff [02.15.18]
Come to GDC 2018 and see 343 Industries' Max Szlagor will review the trade-offs and successes of designing great RTS controls and experiences for two very different platform audiences (console and PC)!
Audio, Design, Art, Console/PC, GDC

Blog: Making a Game Boy game in 2017 - A Sheep It Up! postmortem 4
by Gamasutra Community [02.15.18]
What does it take to release a new game cart for the Game Boy in 2017? A developer on just such a game shares his experience, along with a lot of details on the tools used & the feedback received.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Blog: The art of music in virtual reality
by Gamasutra Community [02.15.18]
Video game composer Winifred Phillips presents some of the extra research and scholarship she gathered for her GDC 2018 talk, 'Music in Virtual Reality.'
Audio

Scoring emotionally complex scenes in Middle-earth: Shadow of War  
by Bryant Francis [02.14.18]
The composers of Middle-earth: Shadow of War's soundtrack swing by to talk about their process.
Audio, Console/PC, Video


Video Game Deep Cuts: Florence & The Orange Monster Box  
by Simon Carless [02.18.18]
This week's Video Game Deep Cuts highlights include a look at evocative smartphone title Florence, the anniversary of Valve's Orange Box, and a Monster Hunter buddy team-up service.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Flash Games Aren’t Dead, They’re Just In A Coma  
by Thomas Brush [02.16.18]
In 2016, Kickstarter resoundingly supported my game about a minister in Hell, and raised over $100,000. So you can imagine how excited and nervous I am about my next Kickstarter campaign, the sequel to my first Flash about a boy named Pete in a coma.
Audio, Business/Marketing, Design, Art, Indie

Video Game Composers: The Art of Music in Virtual Reality (GDC 2018)  
by Winifred Phillips [02.13.18]
Video game composer Winifred Phillips presents extra research & scholarship gathered for her GDC 2018 talk: Music in Virtual Reality. This info (not included in the talk) is useful for composers and audio pros interested in music strategies for VR games.
Audio, VR

Video Game Deep Cuts: Outsourcing My Death Anxiety  
by Simon Carless [02.12.18]
This week's highlights include a great longform piece on game asset outsourcing, the creator of A Mortician's Tale on overcoming her death anxiety, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

How we did not attend at Global Game Jam 2018  
by Soma Szarka [02.12.18]
If you had to choose between finishing a game in time or finishing it with all the features you wanted to accomplish, which one would you choose? Read about how we choose the latter option for Global Game Jam 2018.
Audio, Design, Programming, Console/PC, Indie, Smartphone/Tablet

Video Game Deep Cuts: SOS - Bubsy Meets Tetris  
by Simon Carless [02.04.18]
This week's Video Game Deep Cuts highlights include a video profile of SOS creators Outpost Games, an analysis of Bubsy's Japanese translation and a longform Tetris documentary, among others.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR


Creative Assembly — Horsham, England, United Kingdom
[02.21.18]
Senior Infrastructure Programmer
The team behind the multi-award-winning ALIEN: Isolation, fresh from developing Halo Wars 2 with Microsoft and 343industries, are looking for more world-class talent to join the team.

Creative Assembly — Horsham, England, United Kingdom
[02.21.18]
Senior Gameplay and AI Programmer
The team behind the multi-award-winning ALIEN: Isolation, fresh from developing Halo Wars 2 with Microsoft and 343industries, are looking for more world-class talent to join the team.

Rovio Entertainment Corporation — Espoo, Finland
[02.21.18]
Product Manager (Slingshot Studio)


Creative Assembly — Horsham, England, United Kingdom
[02.21.18]
Tools Programmer
The team behind the multi-award-winning ALIEN: Isolation, fresh from developing Halo Wars 2 with Microsoft and 343industries, are looking for more world-class talent to join the team.

Infinity Ward / Activision — Woodland Hills, California, United States
[02.21.18]
Senior Rendering Engineer
Infinity Ward is looking for a Senior Rendering Engineer to work on our visual effects and particle rendering code. In this role, you will own the run-time particle rendering and simulation code, contribute to the technical vision and architecture for the visual effects system, improve and maintain the visual effects authoring tool, and work with the visual effects content team to identify and implement code feature requests.

Insomniac Games — Burbank, California, United States
[02.20.18]
UI Developer
Insomniac Games is looking for a UI Developer

Telltale Games — San Rafael, California, United States
[02.20.18]
Gameplay Designer


Insomniac Games — Burbank, California, United States
[02.20.18]
Director, Gameplay Programming
Insomniac Games is looking for a Director, Gameplay

Skydance Interactive — Marina Del Rey, California, United States
[02.20.18]
Sr. Systems Designer
Skydance Interactive is seeking a skilled and enthusiastic Sr. Systems Designer to work on our unannounced VR title.

Telltale Games — San Rafael, California, United States
[02.20.18]
Lead Engineer