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Applying 'players first' logic to loot boxes and other mechanics in Hearthstone 16
by Bryant Francis [11.17.17]
Hearthstone designer Dean Ayala and producer Eric Del Priore talk about the new 'recruit' card mechanic, F2P ethics, and other development insights from the upcoming expansion Kobolds and Catacomb.†
Business/Marketing, Design, Production, Console/PC, Video

SOMA dev introducing a monster-optional 'Safe Mode' to the horror game  
by Alissa McAloon [11.17.17]
Developer Frictional Games has opted to introduce a 'Safe Mode' to its aquatic†horror game that looks to pacify the cast of hostile monsters found in the game.
Design, Console/PC

Blog: Understanding early access on itch.io 2
by Chris Kerr [11.17.17]
Back in October I started the Nowhere Prophet First Access campaign on itch.io. That was just over five weeks ago, so I guess it's a good time to look at how that went.
Business/Marketing, Console/PC

The Legend of Zelda: Breath of the Wild leads Golden Joystick award winners  
by Alissa McAloon [11.17.17]
Nintendo's open world Zelda title walked away with four awards during the show, with PlayerUnknown's Battlegrounds, Cuphead, and Horizon Zero Dawn following close behind.
Console/PC, Indie, Social/Online, Smartphone/Tablet

Battlefront II dev temporarily turns off all microtransactions
by Alex Wawro [11.17.17]
It's a significant twist†in what has been a very public about-face for the studio in the face of fan outcry over the game's progression systems and virtual currency economy.
Business/Marketing, Console/PC

THQ Nordic acquires Biomutant developer Experiment 101  
by Chris Kerr [11.17.17]
The deal includes the development studio and all intellectual property rights to Biomutant, the post-apocalyptic action RPG scheduled to release in 2018.†
Business/Marketing, Console/PC

Blog: Rendering the mud and water of Spintires:MudRunner 8
by Pavel Zagrebelnyy [11.16.17]
Here we present technical details behind rendering of mud and water in Spintires:MudRunner, a driving simulation game, developed by Saber Interactive and published by Focus Home Interactive.
Design, Programming, Art, Console/PC, Indie

The making of 20XX: Listening well and lucking out 7
by Chris King [11.15.17]
We developed 20XX over the course of 4 years, most of which ended up being public via Early Access. We talk about the game's timeline, lessons learned, and how competition affected our development.
Design, Art, Console/PC, Indie



I Settle All Video Game Arguments, Part 1: Game Reviews  
by Jeff Vogel [11.17.17]
In this article, I settle all debates regarding game reviews: How good should a reviewer be at a game? What topics are a reviewer allowed to bring up when doing a review? Are review scores and review aggregators good? Does anyone still care about them?
Business/Marketing Console/PC Indie Social/Online

Battlefront 2, Monetization, and Consumer Expectations of Value 1
by Alan Au [11.16.17]
As the recent Battlefront 2 pricing outrage shows, combining monetization models risks violating social contracts around how people buy games. There's an value judgment by the consumer, and it doesn't always match what the developers have in mind.
Business/Marketing Design Console/PC

Biome Painter: Populating Massive Worlds  
by Krzysztof Narkowicz [11.16.17]
How to efficiently populate massive game worlds? Certainly, we donít want to place every tree manually. After all, game development is about making smart trade-offs.
Programming Art Console/PC

Mud and Water of Spintires:MudRunner 8
by Pavel Zagrebelnyy [11.16.17]
Here we present technical details behind rendering of Mud and Water in Spintires:MudRunner, a driving simulation game, developed by Saber Interactive and published by Focus Home Interactive on Xbox One, PlayStation 4 and PC (Steam).
Programming Console/PC Indie

Defining mid-core games and why they matter 2
by Maciej Biedrzycki [11.15.17]
There is a lot of fuss about mid-core games and debates if the term itself should exist in the first place. If youíve ever wondered what itís all about, please seat comfortably, enjoy a nice hot mug of tea and spare a couple of minutes reading our post.
Business/Marketing Design Console/PC Serious Indie Smartphone/Tablet


TheWaveVR — Austin, Texas, United States
[11.18.17]
QA LEAD / COMMUNITY MANAGER


Heart Machine — Los Angeles, California, United States
[11.18.17]
Environment Artist


Wargaming America, Inc. — Emeryville, California, United States
[11.17.17]
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 Wargaming’s Global Analyst Network. The analyst will be dedicated to World of Warships analytics requests.

2K — Novato, California, United States
[11.17.17]
LEAD TOOLS AND PIPELINE ENGINEER
We Need Someone to own and begin efforts at building and planning tools and pipeline for our development. You will work closely with artists and designers to develop tools that both enable their work and make it more efficient. You will be working across pipeline and in the Unreal Editor to build new tools and make existing tools better.

2K — Novato, California, United States
[11.17.17]
LEAD AI ENGINEER
We Need Someone to lead development of our AI Systems in a strongly narrative and systemic game. We have high ambitions for tying AI and storytelling together and it will be your responsibility to crystallize that ambition and design the AI systems from the ground up. You will be in close collaboration with Design leadership to flush out the designs for world AI systems, NPC archetypes, and AI behaviors. You will lead the AI team in achieving those objectives. You will also be expected to help push our conception of what is possible in this arena doing as much to advance the ambition as you will attempt to build it.

2K — Novato, California, United States
[11.17.17]
LEAD GAMEPLAY ENGINEER
We Need Someone to lead development of our gameplay systems in a strongly narrative and systemic game. You will work closely with design to advance and implement the vision for the gameplay systems. In this role you will sit across the intersection of design, engineering, animation, audio and user experience. You will be expected to be fluent across all of these disciplines and be able to help everyone achieve their respective ambitions. We believe that a truly good gameplay engineer is one of the hardest positions to find and we hope that you are that person.

2K — Novato, California, United States
[11.17.17]
TECHNOLOGY DIRECTOR - CORE SYSTEMS
We Need Someone to lead and direct our core engineering team. You will be a vital member of the team's leadership team and co-direct the engineering team with the Gameplay Technology Director. The pair of you can work out the details of exactly who owns which system but nominally yours might include: rendering, animation, pipeline, tools, and any new core systems that we require. You will be responsible for collaborating with the rest of the leadership team and, through those conversations and your own inspiration, helping to set and sell the vision for the engineering department.

voidALPHA, Inc. — Emeryville, California, United States
[11.17.17]
Software Developer


Insomniac Games — Burbank, California, United States
[11.16.17]
Character Artist
Character Artist needed for Insomniac Games!

Visual Concepts — Agoura Hills, California, United States
[11.16.17]
Tools Software Engineer
We’re seeking Software Engineers focused on tools development.