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December 17, 2017
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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

Autodesk is discontinuing its Stingray game dev engine 5
by Alissa McAloon [12.15.17]
Autodesk is backing away from its Stingray game development engine and will halt its sale on January 7, 2018, though the engine will still be distributed to Maya LT subscribers.

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

Blog: Here's what I learned from two game launches 2
by Gamasutra Community [12.15.17]
Despite getting front page exposure on Steam our launch for Political Animals didn't go well, but our second game sold almost three times as many units without a Steam feature. Why?

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

Minecraft was the reason the Mirai botnet was created 1
by Emma Kidwell [12.14.17]
Wired recently published a piece interviewing several people who were involved in analyzing and investigating the Mirai botnet malware, which had roots in Minecraft server hacking.
Production, Social/Online

Akili Interactive — Larkspur, California, United States
Head of Engineering

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

PlayRaven — Helsinki, Finland
Senior Live Producer (Project Aurora, EVE Universe)

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

Weta Workshop — Wellington, New Zealand
Senior Producer

Stoic — Seattle, Washington, United States
Tools Programmer
Stoic wants to hire a great Tools Programmer to help us make the best games possible.

Stoic — Seattle, Washington, United States
Lead Programmer
Stoic is hiring a Lead Programmer for our ongoing and upcoming games.

Axis Animation — Glasgow, Scotland, United Kingdom

Axis Animation — Glasgow, Scotland, United Kingdom

Axis Animation — Glasgow, Scotland, United Kingdom