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June 23, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse

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Good and bad at all times: Adriel Wallick on jamming for a year  
by Katherine Cross [06.22.18]
"The most immediate and quick lesson I learned is this: every game idea is too big. You need to pare down ideas to the smallest level." 
Design, Programming, Production

Valve's updated Knuckles VR controller brings pinpoint finger-tracking  
by Chris Kerr [06.22.18]
Valve has given us a look at the latest version of its SteamVR Knuckles motion controller, alongside a Portal-inspired 'Moondust' demo showing the tech in action. 
Production, Console/PC, Video

Friday the 13th developer scraps all future content plans  
by Chris Kerr [06.22.18]
"Development on games can’t just pause indefinitely and pick back up again; it doesn't work that way. Especially when you have no idea when that future date will occur."
Production, Console/PC

Don't Miss: Veteran director Khris Brown on the secrets of great voice acting 4
by Staff [06.21.18]
Producing believable, satisfying voice acting for your game is tricky business, so Gamasutra sat down with Khris Brown to explore how high-quality voicework in games comes together.
Audio, Design, Production, Console/PC, Indie

Weekly Jobs Roundup: Funcom, Tilting Point, and more are hiring now!  
by Staff [06.21.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Design, Programming, Production, Console/PC, Smartphone/Tablet, Recruitment

Blog: Making a tabletop-style party game for consoles  
by Gamasutra Community [06.21.18]
Snap Finger Click's development director Martijn van der Meulen discusses how the studio created an adult tabletop-style party title for consoles.
Design, Production, Console/PC

How To Report Bugs  
by Leszek Gorniak [06.22.18]
Handling bugs in a proper way is essential for game quality. In this post I'll present a clear and effective method to report bugs.
Design, Programming, Production

Make A Model  
by Gregory Pellechi [06.22.18]
Writing a video game shares some similarities to writing for TV or film, but there's a lot more to take into account. That's why you need to make a model for your team to understand how to utilize everything you've written. Or it won't be in the game.
Design, Production, Console/PC, Indie

Board Game Accessibility Seminar at UKGE2018  
by Michael Heron [06.21.18]
In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important for all of us.
Business/Marketing, Design, Production, Serious

Awkward: Making a tabletop-style party game for console  
by Martijn van der Meulen [06.20.18]
Development Director at Snap Finger Click, Martijn van der Meulen, discusses their latest release Awkward. This adult party title was made for multiplayer and optimised for broadcasting using the team's years of experience in making social games.
Business/Marketing, Design, Production, Console/PC

The Problems of Mobile Strategy Game Design 5
by Josh Bycer [06.20.18]
Command and Conquer Rivals is the latest in the strategy genre to show up on mobile, but it also represents the biggest problem with trying to simplify the genre and its design.
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

Being a (pure evil) business developer #2 (and how to get my job?)  
by Marcin Kaleta [06.20.18]
What is it like to be a business developer in a small indie studio? (and how to get my job?)
Business/Marketing, Production, Console/PC, Serious, Indie, Smartphone/Tablet

Deep Silver Volition — Champaign, Illinois, United States
Senior System Designer

Rabbit — San Mateo, California, United States

Square Enix Co., Ltd. — Tokyo, Japan
Experienced Game Developer

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

Tilting Point — New York, New York, United States
Game Manager

Sucker Punch Productions — Bellevue, Washington, United States
Narrative Writer

Cold Iron Studios — San Jose, California, United States
Outsourcing Manager
Cold Iron is seeking an experienced Art Outsourcing Manager to join us in creating a shooter set in the Alien universe for consoles and PC! Are you an artist that also has a knack for working with people? Do you revel in intense attention to detail and process management? HereÂ’s the most important one: Do you do it all for the game? Because you know that your talents are needed to make sure that even the best development teams get an awesome experience out the door? Awesome. Come join our creative, collaborative studio where youÂ’ll own the product management responsibilities for a tight, integrated team of game developers.

Plarium Michigan Studio LP — Kharkiv, Ukraine
Games Writer

BeamNG GmbH — Bremen, Germany
Senior Producer (f/m)