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Blog: A data-driven look at the rising cost of game dev 15
by Gamasutra Community [01.19.18]
"[Looking] at costs & costs per byte for the window of 1985 to 2005," writes Raph Koster. "Game size went up by 122 times, costs rose by 22x, & therefore we got 6x more efficient at creating content."
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

7 notable puzzle-platformers every dev should study 3
by Richard Moss [01.17.18]
The puzzle-platformer (a popular contradiction!) remains a difficult genre to do well, an important one to explore, and a crowded one to enter. Here are 7 examples of games that do all three well.
Design, Console/PC, Indie

Adding depth to 2D with hand-drawn normal maps in The Siege and the Sandfox 4
by Jay Allen [01.16.18]
Gamasutra speaks with Cardboard Sword artist Keith Duke-Cox about hand-drawing normal maps to add a sense of visual depth to their 2D platformer, The Siege and the Sandfox.
Art, Indie

Game Design Deep Dive: Creating the 'spherical narrative' in The Invisible Hours 3
by Rob Yescombe [01.15.18]
"VR feels like a mansion full of unopened doors. And behind one of those doors is an undiscovered language of storytelling; an entirely new narrative structure specific to VR."
Design, Production, Console/PC, Indie

Don't Miss: Inside the 4-year development of Stardew Valley 49
by Chris Baker [01.19.18]
In this classic feature, dev Eric Barone reflects on his 4 years of 70-hour weeks to make Stardew Valley. "You should be free to work yourself to the bone, but not to force someone else to do that."
Design, Programming, Production, Art, Indie

Don't Miss: A look at the tabletop RPG that inspired Darkest Dungeon  
by Staff [01.18.18]
Like Darkest Dungeon, Torchbearer is a love-letter to the 1st Edition D&D dungeon crawl. But each goes a step further in emphasizing scarcity, and the grittier aspects of dungeon-delving.
Design, Indie

Learn to build better, more accessible games for PC and VR at GDC 2018  
by Staff [01.18.18]
Funomena chief Robin Hunicke will take the stage at GDC 2018 to share tips on making games for both PC and VR, based on Funomena's own experience shipping†Luna†on both VR and non-VR platforms,
Design, Console/PC, Indie, GDC

How Shooty Skies dev Mighty Games aims to do serious games right  
by Katherine Cross [01.18.18]
Contributor Katherine Cross chats with the team at Australian indie Mighty Games about their new serious games branch, Mighty Serious, and the ethics of making F2P games about real-world issues.
Business/Marketing, Design, Serious, Indie, Smartphone/Tablet

Game Jamming with UE4  
by Benjamin Zeigler [01.19.18]
I've been a programmer on AAA games for 12 years, but I want to push myself creatively and see what I can do. So, I entered a Game Jam and made a small game from scratch using my experience with Unreal Engine 4. Here's what I learned!
Programming Console/PC Indie

Six Match, or How I Learned to Stop Worrying and Finish the Game  
by Aaron Steed [01.18.18]
What goes into a match-3 game that takes 4 years to make? In this post I'll show you my methods and a host of games and creators that helped shape an original way to match-3.
Design Programming Indie

Are probabilities ruining your RPG experience? 2
by Martin Kolesar [01.18.18]
Wouldnít it be more fun if we hid the success probabilities of choices in an RPG? In real life, you mostly understand your chances without percentages popping up in front of your face. Here's how we think about the problem when designing Sacred Fire RPG.
Design Console/PC Serious Indie

What to do if your video game art is used in ads without your permission  
by Brandon Huffman [01.18.18]
What do you do if your video game art is being used in advertisements without your permission? You've got a few options, but they depend on how it's being used and what your goal is.
Business/Marketing Console/PC Serious Indie Social/Online Smartphone/Tablet VR

How making a game helped me with my depression  
by Hsiao Wei Chen [01.18.18]
So I decided to make a game about depression, even though itís something that I donít normally talk about. I normally donít talk about it because itís hard for me to tell people that Iím not okay.
Business/Marketing Design Production Indie

Trendy Entertainment, Inc. — Gainesville, Florida, United States
Software Engineer - Game and Online Services

Naughty Dog — Santa Monica, California, United States
Level / Environment Designer (Multiplayer)
Do you love playing multiplayer games? Do you love designing maps and game modes? Are you obsessed with map design elements like sightlines, player pathing, and theming? We’re looking for a passionate multiplayer designer to join our team and be a primary contributor to the design of our next multiplayer game.

Naughty Dog — Santa Monica, California, United States
Scripting / Systems Designer (Multiplayer)
Do you love playing multiplayer games? Are you fascinated with the nuances of things like weapon design and player progression systems? Do you love designing and implementing unique and deep gameplay systems? We’re looking for a passionate multiplayer designer to join our team and be a primary contributor to the design of our next multiplayer game.

Naughty Dog — Santa Monica, California, United States
Graphics Programmer (Game Team)
Join our talented rendering team to develop and implement new and existing rendering techniques for our upcoming game, The Last of Us Part II.

Toys for Bob / Activision — Novato, California, United States
Sr. Software Engineer (Animation) - Toys for Bob - Novato, CA
See job description.

Shiny Shoe — San Francisco, California, United States
Gameplay and Engine Programmer
We are seeking an experienced, self-starting programmer who is excited about the prospect of working on a wide variety of games on a wide variety of platforms.

Two Bit Circus — Los Angeles, California, United States
Game Designer (Contract)