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May 21, 2018
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Microsoft calls on community to help make Xbox more accessible
by Chris Kerr [05.21.18]
The console maker plans to run an 'idea drive' on its new Xbox Ideas site dedicated to ease of access across the Xbox ecosystem.
Design

Blog: How we created a bullet hell brawler  
by Gamasutra Community [05.21.18]
In this article I talk about my effort to bring together two, somewhat incompatible, game types into a single game.
Design, Production

Video Game Deep Cuts: The Secret Of Harry's Binding  
by Gamasutra Staff [05.20.18]
This week's highlights include a gigantic video on the seminal The Secret Of Monkey Island, a look at Harry Potter vs. Fortnite in the mobile arena, and the future of The Binding Of Isaac, among many others.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Watch Scavenger Studio discuss making Darwin Project a watchable game 1
by Bryant Francis [05.18.18]
Lead developers Simon Darveau and Keane Tan discuss the process of making 'watchable' multiplayer games while we stream Darwin Project.
Design, Console/PC, Video

Microsoft's next Halo game is an arcade cabinet  
by Emma Kidwell [05.18.18]
Microsoft announced yesterday that itsnext game in the Halo franchise is actuallyan arcade-exclusive light-gun shooter titled Halo: Fireteam Raven.
Design, Console/PC

Blog: Break the loop and improve your game  
by Gamasutra Community [05.18.18]
Growth and change come from breaking out of our loops, for games and their stories this can be hard. But not all change has to be related to the gameplay loop. There are other ways to express it.
Design


A Study Into Replayability -- Defining Variance  
by Josh Bycer [05.21.18]
For the final part of my look at replayability, we're going to talk about what Variance is, and how games have to be designed to be replayable.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Reading in strategy games  
by Tom Kail [05.21.18]
In a strategy game,readingis the process of parsing the information on the board, allowing players to identify threats and opportunities. This article offers a new lens to help understand designing games which are interesting to "read".
Design

Here Be Monsters: Producing Tangibly Minatory Creatures in Video Games  
by Michel Sabbagh [05.21.18]
Monsters make for daunting foes whose demeanor stands out from standard baddies, but there's more to a creature than just the level of fear they elicit. This piece by Michel Sabbagh details the art behind making beasts and harnessing their true potential.
Design, Console/PC, Indie

Frostpunk An analysis of emotional narrative engagement  
by Albert van der Meer [05.21.18]
Frostpunk is the latest game from Polish developer 11bit Studios, where you are the leader of a small colony of survivors known as New London, in a post-apocalyptic world that was hit by a severe ice age. As the title suggests, its a frozen, frost-encrus
Design, Serious

Flavor Text Is Actually Red Meat  
by Nikhil Murthy [05.21.18]
It's time to give flavor text the respect it deserves.
Design

The Esoteric Design of Fighting Games  
by Maurice Edwards [05.21.18]
The average traditional 2D fighting game has usability problems most modern games try to avoid. To help newcomers learn the genre, fighting game developers need to acknowledge the issues and the attempted solutions and work towards a new genre status quo.
Design, Console/PC, Indie


Wargaming Seattle — Redmond, Washington, United States
[05.18.18]
Design Director
Design Director

Cold Iron Studios — San Jose, California, United States
[05.18.18]
Senior Content Designer


Cold Iron Studios — San Jose, California, United States
[05.18.18]
Senior Systems Designer


Tilting Point — New York, New York, United States
[05.18.18]
Senior Design Specialist


Outfit7 (Ekipa2 d.o.o.) — Ljubljana, Slovenia
[05.18.18]
Senior VFX Artist (Outfit7 - Ekipa2 d.o.o. subsidiary)
As a visual effects artist, there’s nothing you can’t do. You know how to lead and inspire a team of other VFX artists. You can use particle systems (from explosions to flares), dazzle the world with animated sequences, and work your magic with advanced materials. Right now, there’s just one thing between you and greatness – an application.

SMU Guildhall — Plano, Texas, United States
[05.16.18]
Professor of Practice


Insomniac Games — Burbank, California, United States
[05.16.18]
Director of Design
Insomniac Games is searching for a Director of Design

Stanford University — Stanford, California, United States
[05.16.18]
Software Developer 1


Digital Extremes — London, Ontario, Canada
[05.16.18]
Senior Lighting Artist


Powerhouse Gaming, Inc. — Sacramento, California, United States
[05.15.18]
Game Integrations Engineer