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March 19, 2018
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How devs deal with making enemies that feel 'okay' to kill  
by Carli Velocci [03.19.18]
Gamasutra chats with devs from around the industry about good enemy design, and what's involved with creating enemies that feel 'okay' to kill -- without making killing feel okay.
Design, Art, Console/PC, Indie

Established Japanese devs are making games under a new approach 1
by Emma Kidwell [03.16.18]
A profile published by Polygon earlier today examines how a growing number of established Japanese game developers have taken a different approach for creating new titles.
Design, Production, Console/PC, Indie

GDC 2018 is next week! Follow along on Gamasutra's official event page  
by Staff [03.16.18]
Game Developers Conference 2018 is just around the corner, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

Nintendo's influence on independent devs and their games  
by Emma Kidwell [03.16.18]
Independent developers share the influence that Nintendo has had on their work.
Design, Production, Indie

Don't Miss: The minimalist sound design of The Witness 2
by Staff [03.16.18]
'It's a very minimalist game,' says Andrew Lackey, 'which meant we couldn't introduce any sound that was unnecessary, or that didn't fit with the game's logic.' Like, for example, a soundtrack.
Audio, Design, Console/PC, Indie

EA is overhauling Battlefront II's controversial progression system 2
by Chris Kerr [03.16.18]
After the 'progression update' has been implemented, players will only be able to obtain Star Cards and other gameplay-affecting items by playing the game and racking up experience points. 
Business/Marketing, Design, Console/PC

The Trust Spectrum 5
by Raph Koster [03.16.18]
Cooperative gameplay is growing in popularity. Based on extensive research, prototypes, and metrics, here is a design lens and framework for designing prosocial games that build trust between players.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Read Short Stories, Become A More Well-Rounded Level Designer  
by Anthony Panecasio [03.16.18]
For level designers looking to deepen their "well of inspiration." A call to read more short stories and some practical tips on how to do so.

IGDA GDSIG's 2018 Play Harder Challenge  
by Sande Chen [03.15.18]
IGDA Game Design SIG presents its first Play Harder Challenge, meant to expand your game playing horizons, introduce you to new genres and designers, and make you think more about the art of game design.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

UX Review: Golfclash's swing to success! 3
by Om Tandon [03.15.18]
How Golfclash leverages "Learning from your opponents" as an effective on-boarding tool, how "Psychology of Wager Systems, impacts casual gameplay and why "Timed Chest" in Golfclash and Clash Royale might be catching on.
Design, Production, Serious, Social/Online, Smartphone/Tablet

For the good of the game: Ditch the Ego  
by Max Pears [03.12.18]
This blog does not have any special technical advice for anyone in games but more of some friendly advice to help make development for you and your team go a little bit smoother.
Design, Programming, Art, Console/PC, Serious, Indie

Video Game Deep Cuts: A Jump Scare Soda Machine  
by Simon Carless [03.11.18]
This week's best longform articles & videos include devs on the effectiveness of jump scares in horror game, a unique in-game soda machine documenting project, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Infinity Ward / Activision — Woodland Hills, California, United States
AI Animator
Infinity Ward is seeking an AI Animator who will bring innovation and creativity to our character animation. We welcome a motivated talent that is technically sound, who will work with team leaders to create unrivaled character animation for our upcoming titles.

Infinity Ward / Activision — Woodland Hills, California, United States
Viewmodel Animator
Infinity Ward, developer of numerous award winning games, including Call of Duty: Modern Warfare 3, is seeking a First Person Weapon Animator, with experience in game development and a passion for First Person Shooters.

Skydance Interactive — Marina Del Rey, California, United States
Systems Designer
Skydance Interactive is seeking a skilled and enthusiastic Systems Designer to work on our unannounced VR title.

Jam City — Culver City or Carlsbad, California, United States
UI Artist

Rensselaer Polytechnic Institute — Troy, New York, United States
Lecturer, Senior Lecturer or Professor of Practice in Games and Simulation Arts and Sciences
Lecturer, Senior Lecturer or Professor of Practice in Games and Simulation Arts and Sciences

Deep Silver Volition — Champaign, Illinois, United States
Senior Character Artist

Disruptor Beam, Inc. — Framingham, Massachusetts, United States
VFX Artist

Plarium Michigan Studio LP — Portage, Michigan, United States
Senior Systems Designer
Senior Systems Designer - With Mobile Experience

innogames — Hamburg, Germany
(Senior) UI Designer for a New Mobile Game

Plarium Michigan Studio LP — Portage, Michigan, United States
System Designer
System Designer