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October 24, 2018
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  • Editor-In-Chief:
    Kris Graft
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    Alex Wawro
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    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Video: How to design educational games for low income students  
by Staff [10.23.18]
In this GDC 2018 talk, IDEO's Peter Slattery and Kate Schnippering discuss specific methods for tackling educational objectives in games for reaching a wide range of students.
Design, Serious, Video

Don't Miss: Level design lessons from Super Mario Bros. 3  
by Gamasutra Community [10.23.18]
Today marks 30 years since Super Mario Bros. 3 first released in Japan. In this 2011 blog post, Radek Koncewicz traces some of the game's clever design tricks that made it a series mainstay.
Design, Console/PC

Brewing meaningful UX in the interactive visual novel Coffee Talk  
by Adlan Arvyanda Ramly [10.23.18]
Toge Productions UX and UI engineer intern Adlan Arvyanda Ramly explains how they improved the user interface, user experience, and general usability of chatty barista simulator, Coffee Talk.
Design, Production, Console/PC

Video: Exploring helplessness in Bury Me, My Love  
by Staff [10.22.18]
In this GDC 2018 talk, The Pixel Hunt's Florent Maurin explains how he tried to confront players with a feeling of helplessness through a series of design choices in Bury Me, My Love.
Design, Indie, Smartphone/Tablet, Video

Get a job: Wevr is hiring a Senior Designer/Scripter  
by Staff [10.22.18]
Wevr is hiring a Senior Designer/Scripter for an unannounced high profile project involving the creation of a location-based entertainment attraction based on a best-selling entertainment IP.
Design, Recruitment

Don't Miss: Finding design freedom through constraints in Michael Brough's Imbroglio 6
by Joel Couture [10.22.18]
From the 7X7 grid of Corrypt and the 6X6 of 868-HACK, Michael Brough's play spaces have continually shrunk. His game Imbrogliois even more constrained: a 4X4 grid. Constraints can be freeing.
Design, Console/PC, Smartphone/Tablet

Audio Design for Interactive Narrative VR Experiences  
by Larry, Yucheng Chang [10.23.18]
Audio design for interactive VR narrative not only directly affects the immersion of the experience, but it also affects how the composer guides the audience’s emotion. This article shares some insights using The Price of Freedom as a case study.
Audio, Design, Indie, VR

A Different Approach to Difficulty  
by Alex Vu [10.23.18]
A paradigm shift away from the idea that games should find more and more complex ways to serve players with different skill levels. But rather, they should give players with the tools to cook to their own palate, provided it is a meaningful experience.
Design, Console/PC, Serious, Indie

Innovation in mobile games  
by Nikita Tolokonnikov [10.23.18]
Everyone is talking about innovation when they start thinking about a new game. I would like to take a look at some outstanding mobile games, look at how they innovate and share my personal experience in this field.
Business/Marketing, Design, Production, Smartphone/Tablet

Classic Tools Retrospective: The tools that built Deus Ex, with Chris Norden 2
by David Lightbown [10.23.18]
David Lightbown interviews Chris Norden about the history of tools development for Deus Ex. Learn about how the team customized the Unreal Editor, developed dialogue and export tools, and created innovative lip-sync technology for this innovative FP-RPG.
Design, Programming, Art, Console/PC

What is an RPG?  
by Caleb Compton [10.22.18]
RPGs are one of the most deceptively complex game genres out there. It's easy to spot a First-Person Shooter - you shoot things in first-person. However, RPGs are not so simple. In this article we get to the bottom of what defines this elusive genre.

Less is (Still) Less: AC: Odyssey’s Exploration Mode and Time-Wasters  
by Dave McLeod [10.22.18]
Where do we draw the line between bloat and exploration in open-world games?
Design, Serious

Cold Iron Studios — San Jose, California, United States
Senior World Builder
Cold Iron is seeking an experienced Sr. World Builder to join us in creating a shooter set in the Alien universe for consoles and PC! Are you excellent at designing spaces that are as pleasing to look at as they are to play through? Do you revel in bridging the gap between art and design, making the content and pacing of the game more enjoyable through layout with strong artistic sensibilities?

Experius — Culver City, California, United States
Unreal 4 Designer/Engineer

Deep Silver Volition — Champaign, Illinois, United States
Studio Design Director

Phosphor Games Studio — Chicago, Illinois, United States
Junior System Designer

Autodesk — Los Angeles, California, United States
Media & Entertainment Customer Success Manager

Plarium Michigan Studio LP — Portage, Michigan, United States
Senior System Game Designer
Senior System Game Designer - Portage Michigan

Plarium Michigan Studio LP — Portage, Michigan, United States
Senior General Game Designer
Senior General Game Designer - Portage Michigan

Plarium Michigan Studio LP — Portage, Michigan, United States
General Game Designer
General Game Designer - Portage Michigan

Remedy Entertainment — Espoo, Finland
Gameplay Designer

YAGER Development GmbH — Berlin, Germany
Senior Game Designer (f/m)
We are currently seeking a talented and experienced Game Designer for our newly announced project The Cycle.