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March 29, 2015
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March 29, 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 9
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 6
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.
Design


Get a job: Sucker Punch seeks a Narrative Writer  
by Staff [03.27.15]
InFamous developer Sucker Punch is seeking a narrative writer for "story development, game dialogue, and general narrative contribution" to the company's new project.
Design, Console/PC, Recruitment

Don't Miss: Boss battle design and structure 26
by Mike Stout [03.27.15]
Designer Mike Stout breaks down the boss battle into eight different beats, and runs two notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough design analysis.
Design, Console/PC, Indie

10 can't-miss video postmortems from the GDC Vault  
by Alex Wawro [03.27.15]
From Steamworld Dig to Shenmue, this collection of video postmortems covers a variety of games. What they have in common is that they're free to watch, and can't-miss viewing.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Vault


Game Dev 101  
by Juliette Dupre [03.27.15]
Quick start guide for anyone brand new to game development who wants to become a part of it.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Games, Stories and Words 1
by Keith Burgun [03.27.15]
“Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

The Balance of Meta-game Design Featuring Age of Empires  
by Josh Bycer [03.27.15]
Age of Empires for the last few games became one of the first strategy series to have Meta-game design and today's post examines the differing philosophies and challenges of adding this model to your game.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Free to Play: What about Player Skill? 8
by Adam Telfer [03.26.15]
Why do the Top Grossing games on mobile shy away from gameplay that rewards player skill? A discussion about the use of skill in free-to-play mobile games, and how games like Candy Crush Saga control skill for the benefit of long-term retention.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

Nostalgia and the Dangers of Retro Game Design  
by Richard Atlas [03.26.15]
In this post I talk about nostalgia, the dangers of designing for nostalgia, the "retro game" movement, and the games I find nostalgic.
Business/Marketing, Design, Production, Console/PC, Indie


PlayRaven — Helsinki, Finland
[03.29.15]
SENIOR GAME DESIGNER


Sony Computer Entertainment America LLC — Los Angeles, California, United States
[03.28.15]
Senior Combat Designer
Combat Designer

Riot Games — Santa Monica/West Los Angeles, California, United States
[03.28.15]
R&D DEVELOPER (GAME DESIGN, ENGINEER, ART, ETC)
As an R&D team member, you’ll ideate, explore, debate, and develop across game genres and concepts that’ll eventually help Riot Game become Riot Games. We’re looking for veteran developers and gamers from a wide variety of disciplines, so if you have a passion for the R&D phase of game development, expertise that can contribute to bringing a project to life, a high tolerance for setbacks and changing direction, then this is the team for you.

KingsIsle Entertainment, Inc — Austin, Texas, United States
[03.27.15]
Mobile Systems Game Designer


Shiver Entertainment — Miami, Florida, United States
[03.27.15]
Game Programmer | C++ Engineers
Shiver is Miami's newest video game start-up, backed by industry veterans and sizable capital.

Sucker Punch Productions — Bellevue, Washington, United States
[03.27.15]
Senior Character Technical Artist
Senior Character Technical Artist

Sucker Punch Productions — Bellevue, Washington, United States
[03.27.15]
Combat Designer


Demiurge Studios — Cambridge, Massachusetts, United States
[03.27.15]
Game Director


Cloud Imperium Games — Manchester, England, United Kingdom
[03.27.15]
Script Supervisor


Telltale Games — San Rafael, California, United States
[03.26.15]
Senior Character Modeler
Senior Character Modeler