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September 21, 2017
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Blog: How we created a 2D isometric platformer in Unity 2
by Gamasutra Community [09.21.17]
A way to make a full 2D isometric platformer, an overview of my work on the 2D isometric approach with Unity.
Design, Production

Blog: How much does it cost to develop a video game? 3
by Gamasutra Community [09.21.17]
A recent Kotaku article sparked a discussion about how much it costs to create a game. In this post, I'd like to share my own thoughts and clarify a few things.
Business/Marketing, Production

Classic Postmortem: Firaxis' Civilization V  
by Dennis Shirk [09.21.17]
Civ V, released 7 years ago today, has a fascinating backstory. Its design and engineering teams were on separate but simultaneous tracks for the first three years of the four year development process.
Design, Production, Console/PC, History, Video

Tips for surviving Early Access from Ark: Survival Evolved's lead designer 1
by Bryant Francis [09.20.17]
Now that Ark: Survival Evolved has left Early Access, we talked with Studio Wildcard co-founder Jeremy Stieglitz about what he's learned about this new field of game development.
Design, Production, Console/PC, Video

Video: How (and when) to not give up on your game  
by Staff [09.20.17]
At GDC 207, Brandon Sheffield walks devs through how and why, if you have a game out, you sell it again -- be that to different platform holders, different regions, or even through a different model.
Design, Production, Indie

Chat with Ark: Survival Evolved lead designer Jeremy Stieglitz at 3PM EDT  
by Bryant Francis [09.20.17]
We're chatting with one of the lead designers behind Ark: Survival Evolved today at 3PM EDT.
Design, Production, Console/PC, Video


Top 5 Common Mistakes of Playable Ads  
by Ben Chong [09.20.17]
A list of 5 common mistakes that we observed on playable ads.
Business/Marketing, Design, Production, Smartphone/Tablet

Level Design Lobby - Podcast  
by Max Pears [09.20.17]
I have launched my new podcast about video games. Level Design Lobby FInd out more info
Design, Production, Art, Serious, Indie

The Mysterious World of DIY Indie Marketing 12
by David Wehle [09.18.17]
I took the more difficult route of being a one-man dev/marketer for my fox adventure game, and it went better than I thought. Here's what I learned.
Business/Marketing, Production, Console/PC, Indie

Advanced UX Prototyping: Finding the fun :), Minus (-) the code!  
by Om Tandon [09.18.17]
Rapid prototyping and play testing a high fidelity Match 3 game from scratch....best part? All that and more without writing a single line of CODE!
Business/Marketing, Design, Production, Serious, Smartphone/Tablet

2 Games in 2 Months with a Stranger from Reddit  
by Sky Copeland [09.18.17]
Interested in making a new artist contact and in making a few small-scope games; I reached out to the /r/INAT subreddit with an open request for a collaboration and the following documents the outcome of this adventure.
Production, Indie

Video Game Deep Cuts: An HDR Tooth Nindie Tail? 2
by Simon Carless [09.17.17]
The top articles & videos for the week include the state of HDR in gaming, behind the scenes on new RTS Tooth & Tail, and stories from some key Nintendo indies.
Business/Marketing, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, VR


Infinity Ward / Activision — Woodland Hills, California, United States
[09.21.17]
Engine Software Engineer
Infinity Ward is looking for an Engine Software Engineer, someone who considers themselves a Generalist with the ability to work with (or near) rendering code. You would be comfortable understanding the needs of and writing a render target management system as well as modifying how the priorities function in our threaded worker command system. You might find yourself debugging an access violation in the render list generation code one day and working on optimizing the shader compiler build pipeline the next.

Infinity Ward / Activision — Woodland Hills, California, United States
[09.21.17]
Senior Game Designer (Scripter)
Infinity Ward is looking for a senior level, Single-Player Gameplay Designer on some of the best-selling and most critically acclaimed shooters of all time.

Infinity Ward / Activision — Woodland Hills, California, United States
[09.21.17]
Tools Engineer
The tools team at Infinity Ward is responsible for providing a good user experience for the content creation story of game development. This includes improving the content editing tools as well as the build pipeline technology used to deliver content changes to the game. It also encompasses delivering good feedback to the entire studio on both a micro and macro level. This includes keeping artists informed about the specific changes they submit, and the larger team informed about the health of the whole game.

Pixelberry Studios — Mountain View, California, United States
[09.20.17]
Senior Game Writer


Crystal Dynamics — Redwood City, California, United States
[09.20.17]
Executive Producer


Bohemia Interactive Simulations - US — Orlando, Florida, United States
[09.20.17]
Producer


Square Enix Co., Ltd. — Tokyo, Japan
[09.20.17]
Experienced Game Developer


Visual Concepts — Novato, California, United States
[09.19.17]
PRODUCER, TOOLS - NBA 2K
With the upcoming launch of NBA 2K18, we’re seeking a passionate and brilliant Producer to help identify, design, develop, and deploy our in-house game development tools used by artists and designers. This is a rare opportunity for the top talent and the brightest and most innovative few to become part one of the world's most successful game franchises once again redefining what's capable.

Respawn Entertainment — Los Angeles, California, United States
[09.19.17]
Senior Producer
Respawn Entertainment is an independent game development studio that was founded in 2010 by former co-founders of Infinity Ward and creators of the multi-billion dollar Call of Duty and Modern Warfare franchises. We have since shipped Titanfall and Titanfall 2 to critical acclaim, and are currently hiring for both our Star Wars ™ and Titanfall development teams. Our motto is gameplay first, and the opportunity to create groundbreaking AAA games with some of the best developer talent in the industry awaits our future team members.

Respawn Entertainment — Los Angeles, California, United States
[09.19.17]
Executive Producer
Respawn Entertainment is an independent game development studio that was founded in 2010 by former co-founders of Infinity Ward and creators of the multi-billion dollar Call of Duty and Modern Warfare franchises. We have since shipped Titanfall and Titanfall 2 to critical acclaim, and are currently hiring for both our Star Wars ™ and Titanfall development teams. Our motto is gameplay first, and the opportunity to create groundbreaking AAA games with some of the best developer talent in the industry awaits our future team members.