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October 17, 2017
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Video: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Staff [10.16.17]
At GDC 2016Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke divedig into the interesting improvements and challenges they encountered while remastering bothfor PS4, PS Vita, PC, and mobile.
Design, Production, Art, Console/PC, Indie, Video, Vault

From Bungie to indie: Marcus Lehto's fresh start at V1  
by Alan Bradley [10.16.17]
"Moving from a huge behemoth like Bungieto being completely independent was simultaneously refreshing and absolutely terrifying."
Business/Marketing, Design, Production, Console/PC, Indie

Blog: Old games, remasters, and the joy of owning your work 3
by Gamasutra Community [10.16.17]
We're currently remastering our most popular game (for the second time). So let's talk about indie game history, the pros and cons of remasters, and the joy of owning and controlling your work.
Business/Marketing, Production

Blog: That magic character only French translators use 2
by Gamasutra Community [10.16.17]
Automatic line-wrapping in games is the source of many localization bugs that can only be seen by the LQA team, but French uses a special character that will solve a lot of those bugs.
Production

Now's the time to submit talks for the GDC 2018 Tutorials!  
by Staff [10.16.17]
If you have an idea for a talkthat would be a good fit for one of themany Tutorials (from board game design day to the level design workshop)atGDC 2018, organizers want to hear it!
Design, Production, Console/PC, Indie, GDC

Video Game Deep Cuts: On Color Cycling Morty & Divinity  
by Gamasutra Staff [10.15.17]
Some of this week's longform article/video highlights include the making of Rick & Morty's VR game, a classic 2D game art podcast, & discussing Divinity: Original Sin 2's success.
Business/Marketing, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design


What Should Be the Next Move for Mobile Game Developers and Publishers (Report)  
by Mantin Lu [10.16.17]
I am sharing the data from some recent reports in the mobile game/app industry, and providing some insights based on my experience and analysis.
Business/Marketing, Production, Smartphone/Tablet

Video Game Deep Cuts: On Color Cycling Morty & Divinity  
by Simon Carless [10.15.17]
Some of the highlights include the making of Rick & Morty's VR game, a classic 2D game art podcast, & discussing Divinity: Original Sin 2's success.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Is It Worth Localizing An Indie Game?  
by Damien Yoccoz [10.13.17]
This is the Number One Question for any indie game studio considering localization, so we thought we'd get some answers from developers who took the leap.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

The Origin of Loot Boxes and why They are a Form of Gambling 4
by Josh Bycer [10.13.17]
For today's post, we're talking about where the design of loot boxes came from, and how it has strayed from providing value to just being gambling.
Business/Marketing, Design, Production, Console/PC, Indie

The Perfect Stormbound Q&A with Paladin Studios  
by Jill Sullivan [10.13.17]
We sat down with Paladin Studios, the team behind the hit mobile game "Stormbound," to learn more about their studio and development process.
Design, Production, Indie, Social/Online, Smartphone/Tablet

That Magic Character Only French Translators Use 2
by IGDA Localization SIG [10.13.17]
Automatic line-wrapping in games is the source of many localization bugs that can only be seen by the LQA team. French uses a special character that will solve a lot of the bugs reported by LQA and in this article, we explain how to make good use of it.
Production, Serious


Bohemia Interactive Simulations — Prague, Czech Republic
[10.16.17]
Product Owner / Team Leader


iGotcha Studios — Stockholm, Sweden
[10.14.17]
Senior Producer


Infinity Ward / Activision — Woodland Hills, California, United States
[10.14.17]
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
[10.14.17]
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
[10.14.17]
Technical Art Lead
Infinity Ward is searching for a Technical Art Lead with 5+ years of experience managing production of quality core reference materials libraries for art and development teams, with the ability to efficiently troubleshoot visual issues. This position will require management of small teams of artists.

Infinity Ward / Activision — Woodland Hills, California, United States
[10.13.17]
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.

Schell Games — Pittsburgh, Pennsylvania, United States
[10.11.17]
Amazing Game Producer


Cryptic Studios — Los Gatos, California, United States
[10.11.17]
Executive Producer


Square Enix Co., Ltd. — Tokyo, Japan
[10.11.17]
Experienced Game Developer


Warner Bros. Entertainment Inc. — Burbank, California, United States
[10.09.17]
Sr. Producer