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June 25, 2019
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Blog: Localizing your game without making it suck 1
by Gamasutra Community [06.25.19]
Don't fall into the trap of underestimating the complications of localization. Here are some tips and lessons I learned from localizing Kenshi in seven languages.
Production

Bungie pushes back Destiny 2 fix to maintain dev work-life balance  
by Alissa McAloon [06.24.19]
Creative director Luke Smith offered a brief comment on how the studio frames its conversations about crunch during a recent live stream.
Production, Console/PC, Social/Online

How id built Wolfenstein 3D using Commander Keen tech 2
by Fabien Sanglard [06.24.19]
This chapter of Fabien Sanglard's "Game Engine Black Book: Wolfenstein 3D" tells the origin story of id Software's first breakout FPS, and how it was built atop the success and tech of Commander Keen.
Programming, Production, Console/PC, History

Video Game Deep Cuts: My Friend Pedro's Elite Beat Agent  
by Gamasutra Staff [06.23.19]
This week's roundup includes a look at breakout indie action game My Friend Pedro, a much-deserved history of the excellent Elite Beat Agents series, on Mordhau's surprisingly hot debut, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Get a job: Vicarious Visions, Square Enix, and more are hiring now!  
by Staff [06.21.19]
From Software Engineers to VFX Artists, here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Production, Art, Recruitment

Monument Valley dev ustwo appoints new leaders to help multi-project transition 1
by Chris Kerr [06.20.19]
Monument Valley developer ustwo games has expanded its leadership team to better transition towards multi-project development.
Business/Marketing, Production, Smartphone/Tablet


Tales of a Middling Designer  
by Steven Caywood [06.24.19]
A twenty years experienced game designer reflects on the trials and tribulations of entering the indie scene with a smidge of artistic experience and a dash of programming experience.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie

In Praise of Slow Games  
by Artur Ganszyniec [06.24.19]
When I noticed that my taste in games changed, I started comparing my experiences with friends, colleagues, and strangers. Born from the conversations, is my take on a Slow Gaming Manifesto.
Design, Production, Serious, Indie

Video Game Deep Cuts: My Friend Pedro's Elite Beat Agent  
by Simon Carless [06.22.19]
This week's roundup includes a look at breakout indie action game My Friend Pedro, a much-deserved history of the excellent Elite Beat Agents series, on Mordhau's surprisingly hot debut & classic interviews/retrospectives around Tetris & Sam and Max.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Part 4, Putting into play - How to trigger the narrative vehicle  
by Katarina Gyllenback [06.21.19]
'Putting into play' is part of a project that aims to explain, from a cognitive and narrative perspective, the mind and hands-on approach to the design of an engaging and dynamic game system.
Audio, Design, Programming, Production, Art

Publishing 103 - What Publishers Look for in Games  
by David Logan [06.20.19]
Join CEO of Akupara Games, David Logan, on the final leg of his Publishing series journey. Prepared with your previous knowledge, dive down into the minds of the very people you want to be seeing your game.
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Concept Art; are we doing this right?  
by Jitske Habekotte [06.20.19]
Four industry professionals participated in a study done into the applicability of concept art in the game industry and helped define the earliest usable step in the development process
Production, Art


New World Interactive — Calgary, Alberta, Canada
[06.25.19]
Head of Production
Facilitate a best-in-class game development environment, inclusive of building a culture of success, creativity, low-drama and balanced lifestyle.

Ubisoft RedLynx — Helsinki, Finland
[06.25.19]
Senior Game Designer


Square Enix Co., Ltd. — Tokyo, Japan
[06.20.19]
Experienced Game Developer


uTest — n/a, California, United States
[06.19.19]
App Tester


Reality Games — Kraków, Poland
[06.19.19]
Head of Production


Digital Extremes Ltd. — London, Ontario, Canada
[06.06.19]
Senior Project Manager


Gameloft Ibérica, S.A.U. — Barcelona, Spain
[06.05.19]
Senior Producer (Game Manager)