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October 22, 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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Common problems when translating games into Japanese
by Clyde Mandelin [10.22.18]
A game dev friend of mine recently hired a translation agency to translate his latest game into Japanese. I skimmed through it to make sure everything was okay… and it turned out to be a sheer disaster.
Production, Console/PC

Video Game Deep Cuts: The Astro Genius, Redeemed  
by Gamasutra Staff [10.21.18]
This week's highlights include a rave for Astro Bot VR, why game devs aren't getting Genius Grants, and a delightful Red Dead Redemption recap, among others.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Rockstar states overtime is 'optional' for studio that sometimes pulled 50-hour weeks 3
by Bryant Francis [10.19.18]
According to Rockstar head of publishing Jenn Kolbe, the company's QA studios will not be required to work mandatory overtime shifts in the future.
Production, Console/PC

After five years of waiting, Sixense will refund its VR controller Kickstarter backers 1
by Emma Kidwell [10.19.18]
After five years, Sixense is refunding all Kickstarter users who backed the Sixense Stem, a virtual reality motion controller which was first pitched back in 2013.

Weekly Jobs Roundup: Square Enix, Schell Games, and more are hiring now!  
by Staff [10.19.18]
Here are just some of the many developers looking for artists, designers, programmers, and more right now on the Gamasutra Job Board.
Design, Programming, Production, Art, Indie, Recruitment

Blog: Designing the boss battles in Shovel Knight- Part 3  
by Gamasutra Community [10.19.18]
In the third and final batch of exclusive material from David L. Craddock's 'Shovel Knight' book, the author discusses how developer Yacht Club Games designed the Tinker Knight boss battle.
Design, Production, Console/PC

I did everything "wrong": A first-timer's indie game Kickstarter pre-mortem  
by Patric Fallon [10.22.18]
When crowdfunding a game, there's practically a formula for success. But few first-time creators can follow the formula with limited time, money, and energy. Should aspiring game devs who deviate from those guidelines not bother trying to run a campaign?
Business/Marketing, Production, Console/PC, Indie

The Case for Videogames as Powerful Tools for Learning  
by Antonio Torres [10.22.18]
Not only are video games a great way for children to learn academic skills such as science, math and reading, but video games also have the ability to teach children better social skills and possibly even ethical and moral values.
Business/Marketing, Production

Level Design Tips and Tricks  
by Tom Pugh [10.22.18]
A selection of tips and tricks for Level Design development.
Design, Production, Art, Console/PC, Serious, Indie

Kliuless? Gaming Industry ICYMI #8  
by Kenneth Liu [10.19.18]
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. 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, VR

Lessons Learned After Making Anodyne with Sean Han Tani  
by Larry&Brandon GDU [10.18.18]
Sean Han Tani is a composer, independent game developer, writer and teacher. He is best known for making Anodyne game and is currently working on the sequel, Anodyne 2. His past work includes All Our Asias- a surreal, lo-fi, 3D adventure, about identity,
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Why It's So Difficult to Talk About Crunch in Game Development  
by Josh Bycer [10.18.18]
The recent news surrounding Rockstar Studios regarding crunch frames today's talk about why the concept is always hard for developers to agree upon.
Business/Marketing, Design, Production, Console/PC, Indie

New York University Tisch School of the Arts — New York, New York, United States
Assistant Arts Professor, NYU Game Center

Deep Silver Volition — Champaign, Illinois, United States
Senior Programmer

Sparx* - Virtuos Vietnam — Ho Chi Minh, Vietnam
Senior Real-time VFX Artist

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

University of Utah — Salt Lake City , Utah, United States
Assistant/Associate/Professor (Lecturer)

Funcom — Raleigh, North Carolina, United States
External Producer
Funcom is looking to hire a talented External Producer based in Oslo, Norway to handle the management of the company’s publishing projects. Opportunity locations: Raleigh, NC USA & Oslo, Norway The role’s responsibilities include the continuous communication with developers, the management of work pipelines, project finances, team management, internal and external resource management and the successful timely launch of the projects/titles.

innogames — Hamburg, Germany
Senior Product Manager for a New Mobile Strategy MMO

Deep Silver Volition — Champaign, Illinois, United States
Studio Production Director

Wevr — Venice, California, United States
Senior Engineer - Unreal Engine
Wevr is hiring a Senior Unreal Engine Engineer for an unannounced high profile project involving the creation of a location-based entertainment attraction based on one of the best-selling entertainment IPs of all time

Wevr — Venice, California, United States
Shader Engineer
Wevr is hiring a Shader Engineer for an unannounced high profile project involving the creation of a location-based entertainment attraction based on one of the best-selling entertainment IPs of all time