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January 17, 2018
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Opinion: Rethinking 'the cost of doing business' for game devs 3
by Katherine Cross [01.11.18]
Gamasutra contributor Katherine Cross challenges the notion that abuse & vitriol are now part of "the cost of doing business" for game devs, asking: what can we do to reach beyond that toxic minority?
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Video Game Deep Cuts: Getting Over Desert Golf's Loot Boxes  
by Gamasutra Staff [01.14.18]
The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Horizon Zero Dawn and PUBG among top 2018 D.I.C.E. Award noms  
by Alissa McAloon [01.12.18]
All in all, 68 games have been nominated for this year’s event including The Legend of Zelda: Breath of the Wild, Gorogoa, and Hellblade: Senua's Sacrifice.
Audio, Design, Programming, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

At GDC 2018's new Tools Tutorial Day, study the tools top devs use to ship games  
by Staff [01.10.18]
Featuring talks from devs like Bungie, Infinity Ward, and Blizzard, the Tools Tutorial Day at GDC 2018 is designed to offer you a deep dive on building tools that enable teams to ship awesome games.
Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC

Improve your storytelling chops at the GDC 2018 Narrative Summit!  
by Staff [01.09.18]
With GDC 2018 months away, organizers highlight great Game Narrative Summit talks on everything from writing sex in games to what Mike Laidlaw learned about storytelling 14 years at BioWare.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC

Fortnite takes performance hit from 'Meltdown,' says Epic 2
by Kris Graft [01.08.18]
We're seeing the first signs of "Meltdown's" impact on game developers and their games.
Business/Marketing, Social/Online

How do you do 'loot boxes' right? F2P MMO game devs weigh in 7
by Alan Bradley [01.08.18]
As much as recent high-profile stumbles have been monopolizing coverage, tons of smaller devs have been doing loot boxes for a while now; here, they speak to Gamasutra about what they've learned.
Business/Marketing, Console/PC, Social/Online

Video Game Deep Cuts: A Warframe In The Arizona Sunshine  
by Gamasutra Staff [01.07.18]
This week's longform article/video highlights include why Warframe is a (somewhat more) ethical approach to free-to-play, bringing Arizona Sunshine to PlayStation VR, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing



Player Relationship types in Hades’ Star  
by Andreas Papathanasis [01.17.18]
Very often in a social game, the same feature can result in significantly different player experiences, depending on the relationship between the participating players. In this post we present some examples from our own game.
Design Social/Online

Games software/hardware $165B+ in 2018, $230B+ in 5 years, record $2B+ investment last year  
by Tim Merel [01.16.18]
Games software/hardware combined could deliver $165B to $170B in 2018, and $230B to $235B by 2022. Games software alone could take 3/4 of market revenue in 5 years, with hardware taking the rest (as detailed in Digi-Capital's new Games Report Q1 2018).
Business/Marketing Console/PC Serious Indie Social/Online Smartphone/Tablet VR

Demystifying the Artificial Intelligence (AI) hype for game developers  
by Nick Lim [01.15.18]
AI has been hot lately, but what are the different types of AI. And how do they relate to games? Read on to find out.
Business/Marketing Programming Console/PC Social/Online Smartphone/Tablet

Video Game Deep Cuts: Getting Over Desert Golf's Loot Boxes  
by Simon Carless [01.14.18]
The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR

Endless Space 2 - E.N.F.E.R. Alternate Reality Game  
by Jeff Spock [01.09.18]
Amplitude put together an ARG (Alternate Reality Game) for the release of Endless Space 2, based on an in-game AI character. It turned out to be larger, more complex, more fun, and more work than we expected. We would definitely do it again...
Business/Marketing Design Programming Console/PC Social/Online


Ubiquity6 — San Francisco, California, United States
[01.17.18]
AR Front End Engineer - React Native
Front End Engineer (React Native) - Ubiquitous, Shared AR Gaming

NBCUniversal — Glendale, California, United States
[01.15.18]
Games Producer


NBCUniversal — Glendale, California, United States
[01.15.18]
Director, Product Management


NBCUniversal — Glendale, California, United States
[01.15.18]
Product Manager, Interactive Games
This Product Manager would be responsible for driving product vision, business strategy, improved game performance and increased player engagement for the mobile platform business within the Games & Digital Platforms Group.

NBCUniversal — Glendale, California, United States
[01.15.18]
Director, Data Science


Blackstorm — Mountain View, California, United States
[01.12.18]
Studio Game Engineer


Sucker Punch Productions — Bellevue, Washington, United States
[01.02.18]
Senior Environment Artist
Senior Environment Artist

Sucker Punch Productions — Bellevue, Washington, United States
[01.02.18]
Gameplay Programmer
Gameplay Programmer

WS Test, Inc. — City, Alaska, United States
[12.15.17]
Testing Please Ignore