Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 12, 2018
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:



Blog: Resources for game music composers - The big list  
by Gamasutra Community [12.12.18]
Composer Winifred Phillips has gathered together some of the top online resources and guidance available for newbies in the field of video game music. Take a look.
Audio, Production

UBM India announces the premiere edition of Game Development and Design Conference
by UBM India [12.11.18]
UBM India has announced the premiere edition of Game Development and Design Conference (GDDC) slated for February 21st-22nd 2019 in Pune.
Audio, Business/Marketing, Design, Programming, Production, Art

Catch new & classic GDC talks broadcasting live on the GDC Twitch channel  
by Staff [12.10.18]
The official Game Developers Conference Twitch channel has begun broadcasting gems from the GDC Vault of game development talks, roundtables, and postmortems, and you can tune in live now to watch!
Audio, Video, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video Game Deep Cuts: Smash That Punch-Out, Hard  
by Gamasutra Staff [12.09.18]
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a looks at the latest acclaimed Smash Bros. game, & a multitude of other neatness.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video Game Deep Cuts: It's Spooky, It's Idle  
by Gamasutra Staff [12.03.18]
This week's highlights include a fascinating documentary on fighting game stalwarts Team Spooky, a hyper-analytical look at the top idle game mechanics, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Blog: A look at the cinematic music of Breath of the Wild 1
by Gamasutra Community [11.29.18]
A look at the music of Breath of the Wild and how it breaks convention from "traditional" Zelda music, highlighting the creative use of non-looped music.
Audio, Design


Resources for Video Game Music Composers: The Big List  
by Winifred Phillips [12.11.18]
Game composer Winifred Phillips presents an annual resource list for game composers. Included: game music concert tours for inspiration, communities and forums for advice, popular software tools, and conferences/academia resources for advanced learning.
Audio, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR

Dynamic music in a hurry - creating an adaptive music system for Oshka  
by adrian tosello [12.11.18]
In Oshka, an endless Matryoshka doll stacker for iOS devices, we wanted to create a gameplay-adapting music system that matched the Russian folk aesthetic of the game. In this article I’ll describe the design process and code that makes the system tick.
Audio, Design, Programming

The Chinese Gamer, The Buyer  
by SherryLi Wiitrans [12.11.18]
Despite big jumps in the numbers of Chinese gamers each year, the market has not received the attention it deserves.
Audio, Business/Marketing, Console/PC, Serious, Social/Online, Smartphone/Tablet

A Team-Oriented Approval Process  
by Timothy Ryan [12.10.18]
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities. This can be tackled with a team-oriented approval process.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Smartphone/Tablet

Video Game Deep Cuts: Smash That Punch-Out, Hard  
by Simon Carless [12.09.18]
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a review (& compendium of reviews) for the latest acclaimed Smash Bros. game, & a multitude of other neatness.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Why are game developers afraid of third-party audio engines?  
by Hamidreza Nikoofar [12.03.18]
There are many great opportunities using third-party audio engines, but sometimes it's hard to convince the development team to use these engines. But why is that?
Audio, Programming, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR


Sony PlayStation — San Mateo, California, United States
[12.12.18]
Sr. Technical Program Manager - PlayStation
The Sr. Technical Program Manager reports into the Platform Planning & Management (PPM) department’s Business Operations team and is primarily focused on “Go to Market” and in-life project management, communications & operations around the launch of platform products and features. These projects are typically platform initiatives which vary in scope and subject matter, ranging from incremental feature planning through to new hardware and software releases. The PPM team works with a broad set of internal and external teams including global counterparts responsible for all aspects of product planning and development in the PlayStation family. As such, the ideal candidate has direct experience of platform planning and/or managing projects in a global digital media entertainment environment (gaming experience/interest strongly desired).

Digital Extremes Ltd. — London, Ontario, Canada
[12.12.18]
Senior UI Artist


CI-VS — Henderson, Nevada, United States
[12.12.18]
Technical Lead


Industry Games — Gilbert, Arizona, United States
[12.12.18]
Sr Programmer


Deep Silver FISHLABS — Hamburg, Germany
[12.12.18]
Senior Producer (f/m)


Deep Silver FISHLABS — Hamburg, Germany
[12.12.18]
Level Artist (m/f)


Deep Silver FISHLABS — Hamburg, Germany
[12.12.18]
Level Designer (m/f)


Deep Silver FISHLABS — Hamburg, Germany
[12.12.18]
Senior 3D Artist (m/f)


Deep Silver FISHLABS — Hamburg, Germany
[12.12.18]
Senior Animater - Games (m/f)


Jade Ember Studios — Boulder, Colorado, United States
[12.11.18]
Level Designer