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September 18, 2014
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September 18, 2014
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Game Design Deep Dive: Amnesia's 'Sanity Meter' 15
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Design

The Blue Shell and its Discontents 40
by Ian Bogost [05.30.14]
As the latest Mario Kart hitting store shelves this week, author, professor and game developer Ian Bogost draws lessons from the franchise's most (in)famous item.
Design

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs 22
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Design, Postmortem, Production, Console/PC, Indie

'Roguelikes': Getting to the heart of the it-genre 18
by Christian Nutt [05.21.14]
Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
Business/Marketing, Design, Interview, Console/PC, Smartphone/Tablet

The ups and downs of doing online multiplayer as an indie 11
by Mike Rose [05.12.14]
Including online multiplayer is a difficult task, particularly for small teams. We speak to indies who've been in the trenches to get their take.
Design, Indie


Don't Miss: Building the AI for Hearthstone 4
by Staff [09.18.14]
The AI postmortem is a perennial high point for GDC's AI Summit, and GDC 2014 was no exception as former Blizzard engineer Brian Schwab delivered a frank talk on the AI design of Hearthstone.
Design, Programming, Console/PC, Smartphone/Tablet

Mistranslated worlds: Dark Souls, Wizardry, and accidental storytelling 2
by Gamasutra Community [09.18.14]
"There's not much of a plot to the player-controlled protagonist, but there's an incredible sense of depth and history to the setting itself. It's all very cohesive and consistent."
Design, Console/PC

How to build the sprawling nightmare that is branching conversation 6
by Gamasutra Community [09.18.14]
"A brilliant conversation that looks like a tangled knot will drag your project down ... Spending hours trying to untangle your own work (or expecting colleagues to do so) isn't an efficient use of time."
Design, Console/PC


Exhibiting at Game Industry Events - A Developer's Perspective  
by Mathew Anderson [09.18.14]
What does it take to setup, manage, and tear down booths at events like E3 and Comic-Con? Here's a glimpse...
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Creating Epic-Scale Games on an Indie Budget  
by George Moromisato [09.18.14]
Follow these tips and techniques to create an epic-scale game on an indie budget.
Design, Indie

The Degrees of Sales and the Consumer Impact  
by Ulyana Chernyak [09.17.14]
Continuing our examination on sales in the Game Industry, today's post examines the different degrees of sales and their effect on the consumer.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Understanding Grounded Control Schemes  
by Josh Bycer [09.17.14]
The term "floaty" has been used to define poor controls in video games and today's post examines the elements that make up great or "grounded" control schemes.
Design, Console/PC, Indie, Social/Online

Where Were You The Day COPPA 2.0 Became Real? That Was Yesterday. 1
by Roy Smith [09.17.14]
On September 16, the FTC announced that mobile app developers Yelp and TinyCo each settled cases with the FTC on COPPA 2.0 non-compliance issues. Iím not saying I told you so, but...
Business/Marketing, Design, Programming, Smartphone/Tablet


Digital Extremes — LONDON, Ontario, Canada
[09.18.14]
UI ARTIST/DESIGNER


Cloud Imperium Games — Santa Monica, California, United States
[09.18.14]
Technical Designer


Cloud Imperium Games — Santa Monica, California, United States
[09.18.14]
Technical Designer


Pocket Gems — San Francisco, California, United States
[09.17.14]
Associate Product Manager


Yoh — Vancouver, British Columbia, Canada
[09.17.14]
Rendering Engineer Job


Yoh — Vancouver, British Columbia, Canada
[09.17.14]
Multiplayer Designer Job


Red Storm Entertainment, a Ubisoft Studio — Cary, North Carolina, United States
[09.17.14]
Sr. Level Designer
Sr. Level Designer with multi player and shooter experience

InnoGames GmbH — Hamburg, Germany
[09.17.14]
Quest Writer (m/f) for The West
Quest Writer (m/f) for The West

InnoGames GmbH — Hamburg, Germany
[09.17.14]
Game Designer Tribal Wars (m/f)
Game Designer Tribal Wars (m/f)

Raven Software / Activision — Madison, Wisconsin, United States
[09.17.14]
UI Lead - Raven
See job description.