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November 18, 2017
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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

How Skyrim VR devs adjusted Skyrim to make it a good fit for VR  
by Alissa McAloon [11.16.17]
"Finding that perfect balance between player comfort and immersion was one of the biggest challenges."
Design, Console/PC

Vive Tracker bundles are now available for pre-order  
by Chris Kerr [11.16.17]
Until now, the button-like accessory had only been available to businesses and developers, but soon everyone will be able to get their mitts on the nifty add-on. 
Business/Marketing

Video: A postmortem look at the making of VR sensation Tilt Brush  
by Staff [11.13.17]
At GDC 2017, Tilt Brush devs Patrick Hackett and Drew Skillman reflect on its 3 years of dev and spoke frankly about its origins, early development, company acquisition, launch, and continued support.
Design, Production, Art, Video, Vault

Get a job: TheWaveVR is hiring a 3D Generalist  
by Alissa McAloon [11.13.17]
TheWaveVR is looking for someone to create models, textures, and more for all kinds of assets at its LA-based studio.
Art, Recruitment

Video Game Deep Cuts: E.T. Solitaire - The Hob Odyssey  
by Gamasutra Staff [11.12.17]
This weeks articles & videos of the week include how E.T. for Atari 2600 was reviewed on its release, a new Solitaire standout, a video on Hob's design, and multiple Mario / Odyssey pieces.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

The Game Awards adds new honors, including an award for 'live games'  
by Alex Wawro [11.10.17]
This new award is interesting because it prominently highlights how important the care and feeding of live games has become in contemporary game dev, especially for big-budget studios.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Come to GDC 2018 for real talk on staying creative in difficult times  
by Staff [11.09.17]
Veteran game dev Laralyn McWilliams will explore the challenges of working in a creative field while dealing with stress, grief, & change, drawing on her own experiences dealing with cancer.
Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC



Day 38 of 100 Days of VR: Creating a VR First Person Shooter I  
by Josh Chang [11.16.17]
Welcome to Day 38! Today, we’re going to talk about the limitations of mobile VR and make some changes in our game to fix things. We’ve already started to fix some things, specifically adding event triggers to our enemies, but there’s still many to solve
Programming VR

Day 37 of 100 Days of VR: Adding Basic VR Changes Into Our FPS I  
by Josh Chang [11.15.17]
Welcome to Day 37! Today, things are finally going to get serious in working with VR! Currently, there are a lot of problems with the app from when we launch it. Some are true limitations and others are bugs. Let's fix them!
Programming VR

From Linear to Adaptive: A Deeper look into Elias Studio 3 MIDI Capabilities  
by Theo Nogueira [11.14.17]
After writing my last blog on my transition to Adaptive Music and how I fell in Love with Elias Studio, I decided to go a bit deeper.
Audio Console/PC Serious Indie Social/Online Smartphone/Tablet VR

Understanding Audio in VR - A Game Music Composer's Resource Guide  
by Winifred Phillips [11.14.17]
Video game composer Winifred Phillips offers a roundup of resources available to game composers interested in composing music for virtual reality games. Included: methods and techniques, software tools, online communities, conferences and organizations.
Audio VR

From Linear to Adaptive - How a Film Composer fell in love with Adaptive Music  
by Theo Nogueira [11.14.17]
At the Game Developers Conference (GDC) in San Francisco, I was introduced to the adaptive music tool for game composers, Elias. They showed me the newly introduced MIDI capabilities, and I began to think about how it compared to other middleware.
Audio Console/PC Serious Indie Social/Online Smartphone/Tablet VR


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


Pixel Pool — Portland, Oregon, United States
[11.17.17]
Software Engineer


Insomniac Games — Burbank, California, United States
[11.16.17]
Engine Programmer
Insomniac Games is looking for a Mid to Senior Level Engine Programmer

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

Insomniac Games — Burbank, California, United States
[11.15.17]
Lead VFX Artist
Insomniac Games is searching for a Lead VFX Artist in Burbank, CA

Kaneva — Atlanta, Georgia, United States
[11.15.17]
Software Engineer, UI


Insomniac Games — Burbank, California, United States
[11.13.17]
Lead Facial Animator
A Lead Facial Animator wanted for Insomniac Games

Argo AI, LLC — Mountain View, California, United States
[11.13.17]
UI / Visualization Engineer


TheWaveVR — Austin, Texas, United States
[11.11.17]
GAME DESIGNER / PRODUCT MANAGER
You'll be in charge of designing, implementing, and tuning game mechanics in the world's first interactive music concert platform. How do you gamify a social platform based around next level networked CG raves? You tell us! We want you to help us tow the fascinating lines between games, social experience, and fine art. You'll get to be on the fore front of this new interactive genre that we're pretty much bringing into existence through sheer will.

TheWaveVR — Los Angeles, California, United States
[11.11.17]
3D GENERALIST
Positions available in AUSTIN or LOS ANGELES. You'll spend your days modeling, texturing, UV mapping all kinds of assets for TheWaveVR- everything from character concepts, to luminous, interstellar terrain to virtual champagne bottles. You'll dabble a bit in lighting design as well, setting the mood just right in the virtual club. You'll collaborate with our designers on making these spaces feel otherworldly, yet welcoming. You're also comfortable diving into shaders, effects, and making sure it's all optimized and running like butter.