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Get a technical look inside the Shadow of the Colossus remake at GDC 2019!  
by Staff [12.18.18]
Veteran port house Bluepoint Games will be at GDC 2018 to show you how it built a technical pipeline capable of remaking classic games like God of War and Shadow of the Colossus!
Programming, Console/PC, GDC

Video Game Deep Cuts: Below The Ashen Mutant Hades  
by Gamasutra Staff [12.17.18]
This week's highlights showcase Below, Mutant Year Zero, Hades, Gris, and Ashen - all of which have standout features - with reviews in the round-up, as well as more 'best of the year' & more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

5 trends that defined the game industry in 2018 1
by Kris Graft [12.17.18]
The year 2018 lasted approximately 30 normal years. From studio closures to the Fortnite phenomenon, here are the trends that defined the game industry in the longest year in the history of humankind.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Making Project Hospital: A realistic approach to medical simulation
by John Harris [12.17.18]
Lead programmer Jan Beneš at Oxymoron Games chats with Gamasutra about the making of the successful medical sim Project Hospital.
Design, Programming, Console/PC

Video: Hacking into the combat AI of Watch Dogs 2  
by Staff [12.13.18]
In this GDC 2017 talk, Ubisoft's Chae Dickie-Clark explains how the NPCs of Watch Dogs 2 efficiently process their environment to select cover and perform other dynamic behaviors.
Programming, Console/PC, Video

Best of 2018: How Rare designed Sea of Thieves' infinite pirate generator 1
by Jack Yarwood [12.13.18]
Rare lead character artist Sam Chester talks through the conception, design, and implementation of the "infinite pirate generator" character creator in the studio's swashbuckle-'em-up Sea of Thieves.
Programming, Art, Console/PC


Putting into play  
by Katarina Gyllenback [12.18.18]
How our thinking works when putting the thoughts into play towards a desired goal in the making of an engaging and dynamic game system.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Video Game Deep Cuts: Below The Ashen Mutant Hades  
by Simon Carless [12.16.18]
This week's highlights showcase Below, Mutant Year Zero, Hades, Gris, and Ashen - all of which have standout features - with reviews in the round-up, as well as more 'best of the year' & more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Rolling a Ball: Harder Than You Thought (part 3)  
by Nathaniel Ferguson [12.16.18]
When creating the game Rollossus, I ran into more trouble than I thought trying to reach satisfying ball movement. This three-part blog series walks people through the issues I ran into and the solutions I found.
Programming, Indie

PRNGs and Controlling Fate in Video Games 4
by JohnLee Cooper [12.13.18]
Randomness is an important aspect of games, but is often only understood at a surface level by players and designers. This article delves into the details of the properties of Pseudo Random Number Generators and how game designers can make use of them.
Design, Programming, Console/PC, Indie

Taking State Transitions in Vulkan and Direct3D12 under Control: a Diligent Approach  
by Egor Yusov [12.11.18]
This article introduces the problem of resource state management and synchronization in modern graphics APIs such as Direct3D12 and Vulkan and describes a solution offered by Diligent Engine.
Programming, Console/PC, Smartphone/Tablet

Dynamic music in a hurry - creating an adaptive music system for Oshka  
by adrian tosello [12.11.18]
In Oshka, an endless Matryoshka doll stacker for iOS devices, we wanted to create a gameplay-adapting music system that matched the Russian folk aesthetic of the game. In this article I’ll describe the design process and code that makes the system tick.
Audio, Design, Programming


Miami University — Oxford, Ohio, United States
[12.18.18]
Armstrong Assistant Professor or Lecturer in Game Development


Hadean — London, England, United Kingdom
[12.18.18]
Game Designer


Lockwood Publishing — Nottingham, England, United Kingdom
[12.18.18]
GO Backend engineer
GO backend engineer

Infinity Ward / Activision — Woodland Hills, California, United States
[12.18.18]
Senior Online Programmer
Infinity Ward is looking for a Senior Online Programmer to join our Call of Duty development team. We are looking for passionate Engineers to drive the technology of one of the most successful game franchises in history. We need experienced Online Programmers to improve game network traffic efficiency, instrument and analyze numerous game systems, and build scalable systems to synchronize state between client, server and backend. Millions of players and thousands of competitors play on the technology we build and carry those experiences for a lifetime.

Ubiquity6 — San Francisco, California, United States
[12.17.18]
Augmented Reality Prototyper
We are looking for a developer with experience rapidly building games or other complex experiences in Unity, Unreal or Javascript. 3D experience is strongly preferred.

Soulbound Studios — Bellevue, Washington, United States
[12.17.18]
Gameplay Programmer


Deep Silver Volition — Champaign, Illinois, United States
[12.17.18]
Mid/Senior Multiplayer Programmer


Take-Two Interactive — Westwood, MA, Massachusetts, United States
[12.17.18]
Senior Gameplay Systems Designer


The Behemoth — San Diego, California, United States
[12.17.18]
Experienced Network Programmer


Wargaming Sydney — Broadway, New South Wales, Australia
[12.16.18]
Gameplay Programmer, C++ - Vehicle Physics
Gameplay Programmer, C++ - Vehicle Physics