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February 23, 2018
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The Legend of Zelda: Breath of the Wild big winner at DICE Awards  
by Kris Graft [02.23.18]
At the 21st DICE Awards in Las Vegas on Thursday night, Nintendo’s The Legend of Zelda: Breath of the Wild won game of the year, in addition to three other awards.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Attend the Audio Bootcamp at GDC 2018 and learn from game audio wizards  
by Staff [02.21.18]
GDC 2018 organizers are offering an early look at the informative and intriguing sessions taking place during the Audio Bootcamp that helps open the March conference.
Audio, Console/PC, Indie, GDC

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


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 1
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


Backflip Studios — Boulder, Colorado, United States
[02.22.18]
Technical Artist, Outsource


Sanzaru Games Inc. — Foster City , California, United States
[02.22.18]
UI Artist
Sanzaru Games is looking for a talented UI Artist to join our development team in crafting visually stunning and immersive worlds. We are interested in all levels of experience, from junior to senior artists. As a UI Artist, you will work directly with the game directors and discipline leads to help define breathtaking AAA visual effects.

Vicarious Visions / Activision — Albany, New York, United States
[02.22.18]
Environment Artist - Destiny (World Building)
We’re looking for talented artists to create art for the Destiny universe.

Vicarious Visions / Activision — Albany, New York, United States
[02.22.18]
Senior World Designer - Destiny
We’re looking for talented World Designers to create cutting edge experiences in the Destiny universe.

Lone Wolf Development — San Jose, California, United States
[02.22.18]
Veteran C++ Developer


Backflip Studios — Boulder, Colorado, United States
[02.22.18]
UI Artist


GameVision — Naperville, Illinois, United States
[02.22.18]
Game Art Producer


Backflip Studios — Boulder, Colorado, United States
[02.22.18]
Engineering Manager


Backflip Studios — Boulder, Colorado, United States
[02.22.18]
Product Manager


Game Closure — Mountain View, California, United States
[02.21.18]
System Software Engineer
Play a pivotal role in creating a platform to revolutionize the mobile game development industry.