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December 16, 2017
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Video: Game dev lessons learned in making co-op board game Burgle Bros  
by Staff [12.15.17]
"Board games are software that run on people," says game designer Tim Fowers in his GDC 2017 Board Game Design Day talk about the design and development of his co-op heist board game Burgle Bros.
Design, Indie, Video, Vault

Don't Miss: Designing Star Wars: Knights of the Old Republic's combat system 1
by Staff [12.15.17]
This classic article initially appeared in the December 2003 issue of Game Developer magazine, and offers a fascinating look back at how BioWare designed combat for its standout Star Wars RPG.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC

Best of 2017: Between a rock and a 'Harada' place: The massive Tekken interview 2
by Staff [12.15.17]
Bandai Namco game director Katsuhiro Harada discusses how Tekken is always arcade first, how the series made preparations for input lag, and how to please competitive and casual players simultaneously.
Design, Console/PC

Blog: Making Boss 101 and living our dreams 2
by Gamasutra Community [12.15.17]
Boss 101 was our first game as a team but not my first game in the industry. I take a look at what got me to Boss 101, and the ups and downs of moving from big games to indie development.
Business/Marketing, Design, Production

These are the games you'll play at GDC 2018's alt.ctrl.GDC showcase!  
by Staff [12.15.17]
Game Developers Conference 2018 organizers have once again selected 20 great, one-of-a-kind games for next year's alt.ctrl.GDC, an on-site playable exhibit of alternative control schemes and games.
Design, Console/PC, Indie

Video: Capy Games' Super Time Force and the paradox of time travel  
by Emma Kidwell [12.14.17]
In this 2014 GDC session Capy Games' technical director Kenneth Yeung discusses the game design difficulties of time manipulation in Super Time Force.
Design, Production, Indie, Video, Vault

Do we even need QA at the start of a Project? 1
by Alex Dorans [12.15.17]
When setting up a new development team for a project, at what point does QA come on board? Let's explore the case for bringing QA on board from Day 1 and the long lasting benefits that such a decision brings.
Design, Programming, Production, Art

Fixing Your Game's Perceived Slowness with Elevators 1
by Doug Stewart [12.15.17]
When people complained about slow elevators, adding mirrors solved the problem. This article explains how to apply this same wisdom to minimizing the perceived inconvenience of load times in video games.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

42 Problems and a Fix Ain’t One: Fixing Tokyo 42’s Camera  
by Paul Kilduff-Taylor [12.15.17]
I discuss how game developers should approach receiving feedback and solving problems, in the context of an attempt to address issues with Tokyo 42's camera
Business/Marketing, Design

Post-Mortem: It's a Blob  
by Daniel Gregory [12.15.17]
This Post-Mortem is part of a assignment for a Diploma in Game Design. This Post-Mortem talks about some of the things that we encountered and how we resolved some of the issues.
Design, Console/PC, Indie

How to finish your game - 5 tips for indie developers 2
by Leszek Gorniak [12.14.17]
In this post I will present a few hints that helped me finalize my game projects. My observations apply primarily to small, indie projects, the projects that we do in our spare time, without any significant budget.
Design, Production, Console/PC, Indie

Indies Need a Coop 3
by Greg Costikyan [12.14.17]
The cooperative system of business organization is >100 years old, and ideally suited to improving the prospect of indie developers.
Business/Marketing, Design

Supergiant Games — San Francisco, California, United States
Technical Designer

Miami University — Oxford, Ohio, United States
Assistant Professors (3D/VR, UX research, Interaction design)

SMU Guildhall — Plano, Texas, United States
SMU Guildhall Faculty (eCenter) - 2 positions

University of California Santa Cruz — Santa Cruz, California, United States
Art and Design: Games and Playable Media Program, Assistant Professor (Open Until Filled; Initial Review 01/15/18)

Columbia College Chicago — Chicago, Illinois, United States
Assistant Professor, Interactive Arts and Media

Heart Machine — Los Angeles, California, United States
Level Designer

Bartlet Jones Supernatural Detective Agency Inc. — San Diego, California, United States
Technical Artist
The Bartlet Jones Supernatural Detective Agency is looking to expand itÂ’s art and animation team by adding a motivated and capable Technical Artist. The individual selected for this role will play a key part in helping to streamline and optimize the content creation pipeline for a new game we are working on in the Unreal 4 Engine. If you are an Unreal expert and a systems thinker that takes pride in how quickly an artist can integrate and polish their world-class content ingame, read on...

Los Angeles Film School — Los Angeles, California, United States
Animaiton Instructor

University of the Incarnate Word — San Antonio, Texas, United States
Assistant Professor or Instructor of 3D Animation & Game Design

University of Wisconsin- Stout — Menomonie, Wisconsin, United States
Assistant Professor of Animation