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April 27, 2015
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April 27, 2015
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Postmortem: Pinball-RPG hybrid Rollers of the Realm 5
by Sean Thompson, Tony Walsh, Ericka Evans, David Evans [12.31.14]
What happens when an indie studio pulls in triple-A talent to make a game with a really weird twist? This postmortem covers the development of pinball/RPG hybrid Rollers of the Realm.
Design, Postmortem, Console/PC, Indie

Best of 2014: Gamasutra's Top Games of the Year 10
by Christian Nutt, Brandon Sheffield, Kris Graft, Alex Wawro, Leigh Alexander, Phill Cameron [12.22.14]
Making a definitive "best of" is impossible, thanks to the diversity of games out there. But Gamasutra's small staff, naturally, played a whole lot of games this year, and we all have strong opinions about the ones we loved.
Design, Console/PC, Smartphone/Tablet, Mobile Games

Q&A: New AAA studio from 2K Games all about players' stories 7
by Christian Nutt [12.04.14]
Today, 2K Games announced the formation of a new internal studio, Hangar 13, lead up by Haden Blackman. This brand new interview delves into how he hopes to push the boundaries of triple-A game development.
Design, Interview, Console/PC

Rebooting the world's first MMORPG: A Habitat story 2
by Chris Barylick [10.06.14]
Recently, the original creators of the world's first massively multiplayer online role-playing game got together with other game developers to bring a history to the present.
Design, Social/Online, History

Game Design Deep Dive: Amnesia's 'Sanity Meter' 16
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.

Video: Brian Moriarty's classic postmortem of Loom  
by Staff [04.27.15]
At GDC 2015 Loom creator Brian Moriarty delivered a Classic Game Postmortem on the game's intriguing development, its unique innovations and its lasting impact on the industry.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Video, Vault

Don't Miss: The Skyrim mod that was also a job application Exclusive 32
by Mike Rose [04.27.15]
In 2013, there was only one studio in the whole world Alexander Velicky wanted to work for -- so he put thousands of hours of game dev work into a single mod for one of their games.
Business/Marketing, Design, Console/PC, Exclusive

5 takeaways from Gabe Newell's Reddit Q&A on paid mods 1
by Alex Wawro [04.27.15]
Some choice quotes from Newell's Reddit Q&A that help shed light on what Valve hopes to achieve by allowing modders to sell their work -- and how it fits into the company's long-term goals for Steam.
Business/Marketing, Design, Console/PC

Theory: Aiding Asymmetrical Balance with Frame Data  
by Matthew DeLucas [04.27.15]
A "theoretical" look at how balance could be improved (or hurt) in asymmetric games, using fighting games as the primary example, by utilizing frame data created at the beginning of production as well as discussing balancing issues outside of frame data.

I hate my popular game: Star Driller Ultra post-mortem  
by Taro Omiya [04.27.15]
In less than a week of submission, my third Ludum Dare entry, Star Driller Ultra has 76 votes, making it the most popular entry Iíve put up in the Game Jam. I have a major confession to make about the game: I hate it.

@Play 81: On Rogue's Item Identification System  
by John Harris [04.27.15]
The least copied aspect of Rogue is its ingenious item identification system. The system's origins in 1E AD&D. An example of the system in play. What it does well, and the pitfalls in implementing something like it. Closing notes.
Design, Console/PC, Indie

The Hobbyist Coder #3 : 2D platformers pathfinding - part 1/2  
by Yoann Pignole [04.27.15]
On this third episode of the "hobbyst coder", I would like to share my approach to 2d platformer pathfinding. In this first part, we'll be talking about the navigation mesh generation...
Design, Programming, Console/PC, Indie

The Mechanics of Halfway  
by philipp zupke [04.27.15]
Analysing the System Design and Balancing of the turn based top down shooter "Halfway".
Design, Console/PC

Retro Studios - Nintendo — Austin, Texas, United States
Concept Artist - RETRO STUDIOS

PlayMada Games — New York, New York, United States
Visual Designer/Artist for Learning Games

Zindagi_Games — Camarillo, California, United States
Mobile Game Designer
Zindagi Games is looking for Mobile Game Designers!

Filament Games LLC — Madison, Wisconsin, United States
Game Designer II

Filament Games LLC — Madison, Wisconsin, United States
Visual / Interaction Designer

InnoGames GmbH — Hamburg, Germany
Intern / Junior Level Designer (m/f)
Intern / Junior Level Designer (m/f)

Bohemia Interactive Simulations — Prague, Czech Republic
Game Designer

Woweez Games — Sharjah, United Arab Emirates
Game Designer

PlayRaven — Helsinki, Finland
Senior Game Designer

Moonbot Studios — Shreveport, Louisiana, United States
Game Environment/Character 3D Artist