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May 20, 2018
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Watch Scavenger Studio discuss making Darwin Project a watchable game 1
by Bryant Francis [05.18.18]
Lead developers Simon Darveau and Keane Tan discuss the process of making 'watchable' multiplayer games while we stream Darwin Project.
Design, Console/PC, Video

Microsoft's next Halo game is an arcade cabinet  
by Emma Kidwell [05.18.18]
Microsoft announced yesterday that itsnext game in the Halo franchise is actuallyan arcade-exclusive light-gun shooter titled Halo: Fireteam Raven.
Design, Console/PC

Blog: Break the loop and improve your game  
by Gamasutra Community [05.18.18]
Growth and change come from breaking out of our loops, for games and their stories this can be hard. But not all change has to be related to the gameplay loop. There are other ways to express it.
Design

Adding and computing online skill rankings for Inversus Deluxe  
by Gamasutra Community [05.18.18]
Game dev Ryan Juckett offers a fascinating deep dive the online skill ranking system of Inversus Deluxe, covering everything from the low-level math up to the user presentation.
Design, Programming, Indie, Social/Online

Blog: A study into procedural generation and replayability
by Gamasutra Community [05.18.18]
Continuing our study on replayability, it's time for a quick refresher on the difference between randomly and procedurally generated content.
Design, Production

Video: The visual development of Metal Gear Solid V: Ground Zeroes  
by Staff [05.17.18]
In this GDC 2013 sponsored session, Hideo Kojima and members of Kojima Productions discuss the workflow and development of Metal Gear Solid V: Ground Zeroes.
Design, Art, Console/PC, Video


11 BOSS BATTLES OF X-MORPH: DEFENSE - PART 1, THE SCORPION  
by Piotr Bomak [05.18.18]
This article is the beginning of the series in which we will describe the design and implementation of boss fights in X-Morph: Defense.
Design, Programming, Production, Art, Console/PC, Serious, Indie

Game Design Beyond Screens & Joysticks - Introduction (1/5)  
by Tatiana Vilela dos Santos [05.17.18]
Tatiana Vilela dos Santos is an indie game designer and digital artist making games with special interfaces. She gave in March 2018 a 60 minutes talk at the GDC titled Game Design Beyond Screens and Joysticks. This article discusses details of this talk.
Design, Indie

Horror wars East vs West.  
by Rafa? Basaj [05.17.18]
The approach towards horror game development between the West and Far East cultures. A look from the perspective of 2 successful companies developing horror games: Bloober Team (representing the West) and Red Candle Games (standing in the Far-East corner)
Design, Indie

Adding Online Skill Ranking to INVERSUS Deluxe  
by Ryan Juckett [05.16.18]
A deep dive the online skill ranking system of INVERSUS Deluxe covering everything from the low level math up to the user presentation.
Design, Programming

Developer Diary #6: Mystic Tower Veda  
by gumi Team [05.16.18]
In this series, our development team for THE ALCHEMIST CODE will delve deeper into the vast and rich universe of the game and share behind-the-scenes details on the making of THE ALCHEMIST CODE.
Design, Smartphone/Tablet

Developer Diary #5: Tutorial Updates in The Alchemist Code  
by gumi Team [05.16.18]
For this Developer Diary, we discuss a topic that all players are familiar withTutorials. Leading this edition of Developer Diary is Ms. San San Ngan, producer of THE ALCHEMIST CODE, who shares the changes the team has made to the Tutorial.
Design


Wargaming Seattle — Redmond, Washington, United States
[05.18.18]
Design Director
Design Director

Cold Iron Studios — San Jose, California, United States
[05.18.18]
Senior Content Designer


Cold Iron Studios — San Jose, California, United States
[05.18.18]
Senior Systems Designer


Stardock Systems, Inc — Plymouth, Michigan, United States
[05.18.18]
Graphics Engineer


Tilting Point — New York, New York, United States
[05.18.18]
Senior Design Specialist


Outfit7 (Ekipa2 d.o.o.) — Ljubljana, Slovenia
[05.18.18]
Senior VFX Artist (Outfit7 - Ekipa2 d.o.o. subsidiary)
As a visual effects artist, there’s nothing you can’t do. You know how to lead and inspire a team of other VFX artists. You can use particle systems (from explosions to flares), dazzle the world with animated sequences, and work your magic with advanced materials. Right now, there’s just one thing between you and greatness – an application.

SMU Guildhall — Plano, Texas, United States
[05.16.18]
Professor of Practice


Insomniac Games — Burbank, California, United States
[05.16.18]
Director of Design
Insomniac Games is searching for a Director of Design

Stanford University — Stanford, California, United States
[05.16.18]
Software Developer 1


Digital Extremes — London, Ontario, Canada
[05.16.18]
Senior Lighting Artist