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June 25, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse

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How classic games make smart use of random number generation 1
by John Harris [06.25.18]
Curious about the best way to put a bit of randomness in your game? With the help of speedrunner research, Gamasutra examines how three classic games (Final Fantasy, Super Mario 64, and Pokemon) handle RNG.
Programming, Console/PC

How player feedback is shaping the way Avalanche makes Just Cause 4  
by Bryant Francis [06.22.18]
One of the executive producers on Just Cause 4 talks about how an evolving feedback process has led to weather systems and a new focus on narrative design.
Design, Console/PC, E3

Westworld bug outs stolen Fallout Shelter code, alleges Bethesda lawsuit 5
by Alissa McAloon [06.22.18]
Bethesda is suing Warner Bros. over the recently released Westworld mobile game, alleging that the Behaviour-developed game is based on code from Fallout Shelter.
Business/Marketing, Console/PC, Smartphone/Tablet

Designing a true first-person camera in Unreal Engine 4 6
by Gamasutra Community [06.21.18]
"There is little to no documentation on this specific type of first-person view...[so] I wanted to write about it. Especially since I had a few issues which took me a bit of time to resolve."
Design, Console/PC, Indie

Valve's updated Knuckles VR controller brings pinpoint finger-tracking  
by Chris Kerr [06.22.18]
Valve has given us a look at the latest version of its SteamVR Knuckles motion controller, alongside a Portal-inspired 'Moondust' demo showing the tech in action. 
Production, Console/PC, Video

Nintendo stole the show during E3, at least as far as Twitter is concerned  
by Alissa McAloon [06.21.18]
Twitter has put together a nifty roundup that offers devs a look at what Twitter users were talking about during E3 last week.
Console/PC, Social/Online

Microsoft scraps plans for VR support on Xbox  
by Chris Kerr [06.21.18]
Microsoft no longer plans to support virtual or mixed reality on Xbox, and claims "the PC is probably the best platform for immersive VR and MR."
Business/Marketing, Console/PC

Blog: Making a tabletop-style party game for consoles  
by Gamasutra Community [06.21.18]
Snap Finger Click's development director Martijn van der Meulen discusses how the studio created an adult tabletop-style party title for consoles.
Design, Production, Console/PC

Indie Devs: Get more social content and value from your trailer  
by Richard Wood [06.25.18]
How do you get more content from your current social materials without creating something new?
Business/Marketing Console/PC Indie

Starting in the Industry - tips and tricks for students  
by Tom Pugh [06.25.18]
Uncommon practical advice for students when starting out in the games industry.
Business/Marketing Design Console/PC Serious Indie

Building A Cross-Game Item Future  
by Paul Gadi [06.25.18]
In-game items are the main drivers of revenue in game economies, and yet we're still a long ways away from unlocking their true potential. Cross-game items will create opportunities  for a vast spectrum of value creators that are yet to be discovere
Business/Marketing Design Programming Console/PC Indie Social/Online Smartphone/Tablet

Video Game Deep Cuts: Flipping Out On Primal Rage  
by Simon Carless [06.24.18]
This week's highlights include a discussion on 'asset flips' and store-bought assets for games, an emotive postmortem of canned arcade game Primal Rage II, and lots more besides.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR

Make A Model  
by Gregory Pellechi [06.22.18]
Writing a video game shares some similarities to writing for TV or film, but there's a lot more to take into account. That's why you need to make a model for your team to understand how to utilize everything you've written. Or it won't be in the game.
Design Production Console/PC Indie

Galvanic Games, Inc — Seattle, Washington, United States
Multiplayer Game Engineer

Digital Extremes — London, Ontario, Canada
Senior Lighting Artist

Digital Extremes — London, Ontario, Canada
Weapons Artist

Bohemia Interactive Simulations — ORLANDO, Florida, United States
QA Test Engineer - Military Training Simulation

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

Sucker Punch Productions — Bellevue, Washington, United States
Senior Lighting Artist

Sucker Punch Productions — Bellevue, Washington, United States
Narrative Writer

Sucker Punch Productions — Bellevue, Washington, United States
Community Manager

Sucker Punch Productions — Bellevue, Washington, United States
Environment Artist

Funcom — Durham, North Carolina, United States
Sr. Tools Programmer
Funcom Inc. is looking for an enthusiastic, talented and versatile Sr. Tools Programmer to join its development team in Durham, North Carolina working on our Live Games. We offer a job in a friendly environment of enthusiastic professionals willing to go the extra mile to deliver world-class games.