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June 24, 2019
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Video Game Deep Cuts: My Friend Pedro's Elite Beat Agent  
by Gamasutra Staff [06.23.19]
This week's roundup includes a look at breakout indie action game My Friend Pedro, a much-deserved history of the excellent Elite Beat Agents series, on Mordhau's surprisingly hot debut, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Don't Miss: Dissecting the revolutionary game design of Super Mario Kart 2
by Staff [06.21.19]
Over 25 years ago, one of the weirdest, most innovative, influential and enduring games was released. Gamasutra talked to a dev, a historian, and pro players about the legacy of Super Mario Kart.
Design, Console/PC

Q&A: After the Microsoft acquisition, what's next for Double Fine? 5
by Bryant Francis [06.21.19]
Double Fine CEO Tim Schafer discusses Microsoft's purchase of the company, what GamePass means for mid-sized studios, and what his hopes are if his employees decided to unionize.
Design, Console/PC, E3

Attend XRDC for an inside look at building compelling AR brand experiences!  
by Staff [06.20.19]
Come to XRDC in October to get a behind-the-scenes look at how Tactic builds engaging, high-quality AR apps for brand storytelling, including a design walkthrough of their new Jack Daniel's AR app!
Design

Blog: Creating the the AI of Sea of Thieves - Part 3  
by Gamasutra Community [06.20.19]
In the third of a four-part series, I explore the numerous AI systems running under the hood of Rare's online pirate adventure game.
Design

Blog: Creating natural looking geometry in Unexplored 2: The Wayfarer's Legacy 4
by Gamasutra Community [06.20.19]
For Unexplored 2: The Wayfarer's Legacy we translate generated tile data into natural looking level geometry. Here's how we do it.
Business/Marketing, Design, Programming


Video Game Deep Cuts: My Friend Pedro's Elite Beat Agent  
by Simon Carless [06.22.19]
This week's roundup includes a look at breakout indie action game My Friend Pedro, a much-deserved history of the excellent Elite Beat Agents series, on Mordhau's surprisingly hot debut & classic interviews/retrospectives around Tetris & Sam and Max.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

How Megaladons, Krakens and Skeleton Ships Work in Sea of Thieves (Part 3 of 4)  
by Tommy Thompson [06.19.19]
Meet Megan, Karen and Skevin: the three boss AI systems in Sea of Thieves.
Design, Programming, Console/PC

Kliuless #39: E3 2019 Recap  
by Kenneth Liu [06.19.19]
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Business/Marketing, Design, Production, Console/PC, Serious, Social/Online, Smartphone/Tablet

Video Game Deep Cuts: E3, E3, E3 (and some Non-E3!)  
by Simon Carless [06.14.19]
This week's roundup includes all kinds of E3 neatness from Los Angeles, including discussion of Nintendo's announcements, the PC Gaming Show, Microsoft's xCloud vs Google Stadia (or not!), as well as another 10+ links that aren't about E3 at all.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Levelhead: Solving the "Play" Problem for User Generated Content 3
by Seth Coster [06.14.19]
Games with user-generated content often suffer from the "Play Problem": players that create content can't get their creations seen by other players. Levelhead solves the Play Problem in an elegant way that puts control of visibility in players' hands.
Design, Console/PC, Indie, Social/Online

A Chronicle of Story Games: Part 2  
by Junxue Li [06.14.19]
In the last decade, our team/as art contractor creates background art for various story games. In this series of posts, I will introduce the key features of different types of story games. And as an art producer, I would go deep into the art production a
Design, Production, Art, Social/Online, Smartphone/Tablet


Legends of Learning — Washington, DC, District of Columbia, United States
[06.21.19]
Senior Unity Engineer - $140k - Remote OK
Senior Unity Engineer - $140k - Remote OK

Cold Iron Studios — San Jose, California, United States
[06.20.19]
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?

Cold Iron Studios — San Jose, California, United States
[06.20.19]
Senior Content Designer
Cold Iron is seeking an experienced Sr. Content Designer to join our world class team in creating a shooter set in the Alien universe for consoles and PC!

Behaviour Interactive — Montreal, Quebec, Canada
[06.18.19]
Senior Game Designer


Ubisoft RedLynx — Helsinki, Finland
[06.18.19]
Senior Game Designer


New Moon Production — Hamburg, Germany
[06.18.19]
User Interface Artist - New Moon Production (all genders)


Insomniac Games — Burbank, California, United States
[06.17.19]
Open-World Designer
Insomniac Games - Open-World Designer

innogames — Hamburg, Germany
[06.12.19]
Senior UI/UX Designer - Elvenar


Woodbury University — Burbank, California, United States
[06.04.19]
GAME DESIGN INSTRUCTOR


Digital Extremes Ltd. — London, Ontario, Canada
[05.26.19]
Senior Lighting Artist