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Video: Designing without a pitch - The FTL postmortem 1
by Staff [04.29.16]
FTLdevs Matthew Davis and Justin Ma speak frankly at GDC 2013 about how and why theyfrequently altered or abandoned aspects of the game'sdesign as they developed it to evoke a specific feeling.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie, Video, Vault

Video: Tetsuya Mizuguchi takes a postmortem look at the making of Rez  
by Staff [04.27.16]
At GDC 2016, Rezproducer and progenitor Tetsuya Mizuguchi takes to the stage to recount the inspirations and influences that drove the landmark game's design.
Audio, Design, Programming, Production, Art, Console/PC, Video, Vault

Postmortem: Stardock and Oxide Games' Ashes of the Singularity 5
by Brad Wardell [04.26.16]
What went right, and wrong, with Stardock's recently-published RTS Ashes of the Singularity? Studio chief Brad Wardell breaks down the ups and downs, and reflects on the value of game postmortems.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC

Obituary: Broken Age and The Walking Dead sound designer Jory Prum  
by Chris Kerr [04.25.16]
Celebrated sound designer Jory Prum has passed away as a result of injuries sustained in a motorcycle accident.
Audio

Video: Wrangling the 80,000+ lines of dialogue in Saint's Row: The Third  
by Staff [04.22.16]
Saint's Row: The Thirdaudio lead Ariel Gross speaks at GDC 2012 about how he and the rest of the team at Volition recorded and implemented the game's dialogue -- all ~82,000 lines of it.
Audio, Production, Console/PC, Video, Vault

Interactive music for the video game composer  
by Gamasutra Community [04.21.16]
"While the systems described are prototypes, they offer an interesting glimpse into what ambitious game audio teams will be implementing for musical interactivity in the future."
Audio, Console/PC


Shape Quest Post Mortem  
by Levi Smith [04.29.16]
Developer's thoughts on developing Shape Quest for the Ludum Dare 35 game development competition.
Audio, Design, Programming, Art

Making of Good Cat Gone Bad  
by Andrey Malykhin [04.27.16]
This is mainly a list of free tools and techniques that Ive used in mobile endless runner Good Cat Gone Bad.
Audio, Design, Programming, Production, Art, Indie

True Spring Chickens: A Rite to Flight: a Point-and-Cluck Adventure Postmortem  
by Gregory Lane [04.26.16]
An *egg-cellent* look back at the successes and pitfalls of a team (comprised mostly of first-time game developers) as they create a short old-school point-and-click adventure game, using the Global Game Jam and local demo nights as milestones.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Social/Online

How we made a visually complex PC game run smoothly on mobile using Unreal Engine 4 1
by Puya Dadgar [04.25.16]
"Epic of Kings" is a high quality mobile game developed by a small development team.The goal of this post is to share some of the techniques used to achieve smooth performance on mobile devices using Unreal Engine 4 built-in tools.
Audio, Design, Production, Indie, Smartphone/Tablet

Interactive Music for the Video Game Composer  
by Winifred Phillips [04.20.16]
Interactive music systems are increasingly important in games. In this article, I discuss two music system prototypes that were revealed at GDC 2016. I also discuss a music system from one of my own released projects: the Spore Hero game (EA).
Audio, Console/PC

Making Good-sounding Audio for Mobile Games  
by Antti Kananen [04.19.16]
Mobile games have to have a different approach to sound design to actually make sure the player can hear the full range of your sounds. Here's a guide to making good-sounding audio for mobile games.
Audio, Design, Production, Indie, Smartphone/Tablet


Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
[05.01.16]
Game Designer


Loot Crate — Los Angeles, California, United States
[05.01.16]
Game Producer
Loot Crate has expanded the Loot Crate experience to encompass games, digital products, augmented reality and more interactive experiences. We’re now on the hunt for an experienced game producer to lead our interactive efforts.

Sucker Punch Productions — Bellevue, Washington, United States
[04.30.16]
Producer


Sucker Punch Productions — Bellevue, Washington, United States
[04.30.16]
Systems Designer


Sucker Punch Productions — Bellevue , Washington, United States
[04.30.16]
Senior-Level Concept Artist


Sucker Punch Productions — Bellevue, Washington, United States
[04.30.16]
Character Pipeline Technical Artist


Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
[04.29.16]
Engineering Director


Meridian Technologies — Warren, New Jersey, United States
[04.29.16]
OpenCV Developer


Bethesda Softworks — Rockville, Maryland, United States
[04.29.16]
Digital Sales Account Manager


Kabam — San Francisco, California, United States
[04.29.16]
Game QA Analyst (Contract)