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December 17, 2017
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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

Art Design Deep Dive: Getting official South Park art into The Fractured But Whole  
by Darryl Kay [12.14.17]
Ubisoft's Darryl Kay explains how the team created an art pipeline that could seamlessly ingest the assets received from the South Park TV show and integrate them directly into the Snowdrop engine. 
Production, Art, Console/PC

Crytek sues Star Citizen devs for breach of contract 10
by Alissa McAloon [12.13.17]
UPDATE The complaint stems from a number of incidents surrounding the development of Star Citizen, the devs' online space exploration game which used CryEngine for the bulk of its development.
Production, Console/PC, Serious, Social/Online

Best of 2017: The physics of trains in Assassin's Creed: Syndicate 7
by Gamasutra Community [12.13.17]
Ubisoft gameplay engineer Bartlomiej Waszak goes in-depth on the custom simulator that the studio created to model the physics of trains in Assassin's Creed Syndicate.
Design, Programming, Production, Console/PC

Best of 2017: No industry for old men (or women) 50
by Staff [12.12.17]
Ageism, fatigue, frustration and hope: what is it like to grow old in the video game industry?
Business/Marketing, Console/PC

Bungie tweaks expansion-locked Destiny 2 modes in wake of player criticism 4
by Alissa McAloon [12.12.17]
The dev says that it planned to lock certain end-game activities behind each new expansion in an effort to keep those modes competitive, but that the decision was poorly received.
Production, Console/PC, Social/Online

Why BioWare decided to create Mass Effect instead of Star Wars: KotOR 2  
by Alissa McAloon [12.12.17]
Longtime BioWare team member James Ohlen explores the development of Knights of the Old Republic and explains how its influence can still be felt in later BioWare games.
Production, Console/PC

Best of 2017: Between a rock and a 'Harada' place: The massive Tekken interview 2
by Staff [12.15.17]
Bandai Namco game director Katsuhiro Harada discusses how Tekken is always arcade first, how the series made preparations for input lag, and how to please competitive and casual players simultaneously.
Design, Console/PC

Fixing Your Game's Perceived Slowness with Elevators 1
by Doug Stewart [12.15.17]
When people complained about slow elevators, adding mirrors solved the problem. This article explains how to apply this same wisdom to minimizing the perceived inconvenience of load times in video games.
Design Console/PC Indie Social/Online Smartphone/Tablet

Post-Mortem: It's a Blob  
by Daniel Gregory [12.15.17]
This Post-Mortem is part of a assignment for a Diploma in Game Design. This Post-Mortem talks about some of the things that we encountered and how we resolved some of the issues.
Design Console/PC Indie

How to finish your game - 5 tips for indie developers 2
by Leszek Gorniak [12.14.17]
In this post I will present a few hints that helped me finalize my game projects. My observations apply primarily to small, indie projects, the projects that we do in our spare time, without any significant budget.
Design Production Console/PC Indie

Gaming Without Barriers: Why we need to include Accessibility in the concept phase of game development 2
by Zein Okko [12.14.17]
Accessibility in gaming is gaining more awareness, but there's still a long way to go. I want to share my experiences with making our game accessible and provide a few tips and links on the topic.
Design Production Console/PC Indie

D00M 4 Intro: the nihilist scenario  
by Léonard Bertos [12.14.17]
D00M is one of my favorite games because of its unquestionable efficiency. But as a scenarist, I'm tired to hear the "D00M has no scenario lol" everlasting platitude. Let's end this predjudice, here and now!
Business/Marketing Design Production Console/PC Indie

Wargaming America, Inc. — Emeryville, California, United States
Senior Data Analyst
The Senior Data Analyst for World of Warships position requires a person who is adept at thinking strategically while utilizing cutting edge data analytic techniques. The person in this role is the lead member of the Business Analytics team in Emeryville. This position reports to the Director of Business Planning & Analysis in Emeryville; also a member of WargamingÂ’s Global Analyst Network. The analyst will be dedicated to World of Warships analytics requests.

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

Insomniac Games — Burbank, California, United States
User Experience Researcher
User Experience Researcher wanted for Insomniac Games

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

IGT Australia Pty Ltd — Hawthorn East, Victoria, Australia
Software Engineer – C#/Unity

The Meta — San Francisco, California, United States
Lead Technologist at eSports Services Startup