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December 17, 2017
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Don't Miss: Designing Star Wars: Knights of the Old Republic's combat system 1
by Staff [12.15.17]
This classic article initially appeared in the December 2003 issue of Game Developer magazine, and offers a fascinating look back at how BioWare designed combat for its standout Star Wars RPG.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC

Get a job: 2K is hiring a Lead Rendering Engineer  
by Staff [12.15.17]
2K is looking for a Lead Rendering Engineer to join its team and develop new rendering tech, modify core shaders, and develop new and interesting systems for world and character rendering.
Programming, Recruitment

Memory Matters: A special RAM edition of Dirty Coding Tricks 4
by Brandon Sheffield [12.15.17]
Here we have a host of stories from devs across the industry (and across the years/platforms) about less-than-righteous methods used to fit levels, textures, & entire games into their required spaces.
Programming, Console/PC, Indie

Dig into the classic Unreal engine with Ubisoft's David Lightbown at 3PM EST  
by Bryant Francis [12.14.17]
Ubisoft Technology Group UX director David Lightbown will be leading us on a magical journey through the history of Unreal Engine.
Programming, Console/PC, Video

Blog: How I made a Game Boy game in 2017 2
by Gamasutra Community [12.14.17]
What does it take to release a new game cartridge for the Game Boy in 2017? Here's my experience, with a lot of details on the tools I used and the challenges I faced.
Design, Programming, Production

Get a job: QC Games is hiring a Software Engineer  
by Staff [12.13.17]
Texas-based QC Games is hiring a Software Engineer to be responsible for owning the implementation and support of features for games, the creation of games, and game services.
Programming, Recruitment

Do we even need QA at the start of a Project? 1
by Alex Dorans [12.15.17]
When setting up a new development team for a project, at what point does QA come on board? Let's explore the case for bringing QA on board from Day 1 and the long lasting benefits that such a decision brings.
Design, Programming, Production, Art

Version Control Commit Comments (Aug 29th to Nov 22nd), Paralysis by Analysis  
by Jake Jollimore [12.14.17]
My struggles with UI design and some version control commit comments so you can see what I've been working on in a nutshell.
Design, Programming, Art

Where to begin to create your first game  
by Herbert Llanas [12.13.17]
Here are the main tips that will aid you to create your first video game.
Programming, Console/PC, Smartphone/Tablet

Post Mortem: The Death of Flash and Rewriting 1.4 Million Lines of Code  
by Doug Pearson [12.12.17]
Following nearly eighteen months of engineering work, FlowPlay CTO Doug Pearson details the transition of 1.4 million lines of code from a Flash-based codebase to Haxe including choosing a platform, challenges and key decisions, and his lessons learned.
Design, Programming, Console/PC, Social/Online, Smartphone/Tablet

My Pull Request Etiquette  
by Terry Nguyen [12.12.17]
When is a pull request ready to merge? If small changes need to be made, do you ask the contributor to make those changes or do you do it yourself? I took a stab at these questions with my first pull request.

Video Game Deep Cuts: A Far Cry From Wizard-Sniffing  
by Simon Carless [12.11.17]
This week's top game articles/videos include the story behind Far Cry 5, a wizard-sniffing text adventure, the hillbillies of Grand Theft Auto Online, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Tonk Tonk Games — Los Angeles / Remote, California, United States
Unity Developer
Experienced Unity Engineer

Akili Interactive — Larkspur, California, United States
Head of Engineering

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

Supergiant Games — San Francisco, California, United States
Technical Designer

SMU Guildhall — Plano, Texas, United States
SMU Guildhall Faculty (eCenter) - 2 positions

2K — Novato, California, United States
We are looking for a veteran Rendering Engineer to help bring our stylized game to life. You will be working in close collaboration with concept artists, the Art Director, and other engineers to push Unreal Engine 4 towards your combined vision. You will be likely modifying core shaders, developing new rendering technologies, and potentially working to integrate third party solutions for particular problems. You will be otherwise developing new and interesting systems for world and character rendering.

Titan IM — Port Stephens, New South Wales, Australia
Senior Game/Software Programmer

Insomniac Games — Burbank, California, United States
Director, Core
Insomniac Games is looking for a Director, Core in Burbank

Insomniac Games — Burbank, California, United States
Director, Gameplay Programming
Insomniac Games is looking for a Director, Gameplay

Insomniac Games — Burbank, California, United States
Engine Programmer
Insomniac Games is looking for a Mid to Senior Level Engine Programmer