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March 24, 2018
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25 years on, devs reflect on the influence and impact of Star Fox
by Jon Irwin [03.23.18]
An original Star Fox programmer (who also coded the stretchy Mario 64 face) joins other devs influenced by his work to talk about the development and enduring legacy of Nintendo's first Super FX game.
Design, Production, Console/PC, History

GDC 2018 is this week! Follow along on Gamasutra's official event page  
by Staff [03.16.18]
Game Developers Conference 2018 is here, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

EA has taught an AI how to play Battlefield 1 multiplayer 4
by Chris Kerr [03.23.18]
The publisher uploaded a video showing the artificial intelligence in action, and it's interesting to watch the AI go to war across one of the game's sprawling maps.
Programming, Console/PC, Video

How (and why) you should better represent Muslims in your games 26
by Alex Wawro [03.22.18]
Muslims have a public image problem. And its sometimes dangerous to be Muslim, game designer Osama Dorias said at GDC today. So we need help addressing the public image problem.
Design, Console/PC, Indie, Smartphone/Tablet, GDC

The making of Dark Castle: An excerpt from The Secret History of Mac Gaming 3
by Richard Moss [03.22.18]
Gamasutra contributor Richard Moss tells the story of how seminal Mac game Dark Castle was made (including how the devs basically invented voice acting) in this chapter from his new book.
Business/Marketing, Console/PC, History, Video

Laralyn McWilliams on rediscovering creativity following trauma 3
by Simon Parkin [03.22.18]
When you are in times of distress you feel lost and broken, because you cant set aside fear and anger," she said. "And if you feel broken your creative work is broken.
Production, Console/PC, Serious, Indie, GDC

SteamSpy creator says 2017 was Valve's most profitable year yet  
by Simon Parkin [03.22.18]
2017 was Steams most profitable year yet, claims Sergey Galyonkin and the creator of SteamSpy, a website that, since 2015, has provided estimates on the number of game sales on the titular digital game store.
Business/Marketing, Console/PC, Indie, GDC

Ubisoft opens two new studios in India and Ukraine  
by Alex Wawro [03.22.18]
The company adds another two beads to its global chain of offices: new studio ins Mumbai and Odesa. Each will be hiring game devs and working alongside Ubisoft's extant studios in the regions.
Business/Marketing, Console/PC, GDC

Ten interviews about the state of video games and research  
by Mata HaggisBurridge [03.23.18]
Ten developers, from AAA to indies and community organisers, were interviewed about relationship with academia, thoughts on the future of games, and more. The results are inspiring and personal stories that drive devs in their work.
Business/Marketing Design Production Console/PC Indie Social/Online VR

Historians discuss Wolfenstein II  
by Bob Whitaker [03.22.18]
Historians John Harney, Bob Whitaker, and Robert Greene II discuss the treatment of twentieth century American history in Machinegames' Wolfenstein II: The New Colossus.
Console/PC Serious

Postmortem: Chasing Carrot's Pressure Overdrive  
by Patrick Tejada [03.22.18]
This postmortem depicts the ups and downs leading to and during the development of Pressure Overdrive, a twin-stick shooter on wheels set in a colorful steampunk world, which German indie devs Chasing Carrots released in 2017.
Business/Marketing Design Programming Production Art Console/PC Indie

The Maturity Breath of the Wild Brings to Nintendo's Game Design  
by Josh Bycer [03.22.18]
The Legend of Zelda Breath of the Wild is an amazing game, but it's easy to overlook how Nintendo has designed their most mature game yet.
Design Console/PC Indie

Video: World Building Mafia 3's City  
by Nathan Cheever [03.22.18]
Mafia IIIs Nathan Cheever (Lead World Designer) and Petr Zavesky (Lead Architect) share the history, process, and challenges creating New Bordeaux, their fictional version of New Orleans. The city became more than a place − it became a unique chara
Design Production Art Console/PC

Sony PlayStation — San Mateo, California, United States
Sr. Technical Project Manager - PlayStation
Senior Technical Project Manager is expected to manage projects impacting the Americas region from initial conception and planning through to execution and operational phases (full lifecycle).

Sony PlayStation — San Mateo, CA, California, United States
Tournament Program Manager, eSports
The Tournament Program Manager will work closely with Third Party Relations, publishers, ESL, MLG, Marketing, Product and others to ensure that tournaments are launched strategically and will be highlighted on the platform.

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

Sony PlayStation — San Mateo, California, United States
Director, Competitive Gaming
Competitive Gaming is an exciting and burgeoning space within the landscape of gaming. As one of the leaders of the gaming industry, PlayStation is focused on the eSports business both regionally and globally as a part of the strategic outlook on the future of gaming.

Deep Silver Volition — Champaign, Illinois, United States
Senior Technical Artist

Deep Silver Volition — Champaign, Illinois, United States
Senior Character Artist

Visual Concepts — Novato, California, United States
Associate Producer, Online Operations
We’re seeking a passionate and brilliant Associate Producer to coordinate the development of web-based tools within our online operations and customer service team.

Asteri Networks — Shreveport, Louisiana, United States
Software Engineer

USC School of Cinematic Arts — Los Angeles, California, United States
Game Development Support/DevOps

Visual Concepts — Agoura Hills, California, United States
Senior Tools Software Engineer
We’re seeking an experienced Senior Software Engineer, focused on tools development.