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May 22, 2015
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May 22, 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.

Don't Miss: What does a game designer do, exactly? 7
by Gamasutra Community [05.22.15]
In this timeless blog, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video: Designing an immersive user interface for Hearthstone  
by Staff [05.22.15]
Hearthstone senior UI designer Derek Sakamoto breaks down Blizzard's approach to UI design at GDC 2015, in the process shedding light on how you can best craft a great UI for your own game.
Design, Art, Smartphone/Tablet, Video, Vault

Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive 3
by Toru Iwatani [05.22.15]
35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.
Audio, GD Mag, Exclusive, Console/PC, Art, Production, Programming, Design, Business/Marketing, GD Mag Exclusive

Not that seventies style  
by Michael Samyn [05.22.15]
Some details about the 1972 that inspired Sunset, from modernism and eclecticism to blaxploitation and objectification.
Design, Art, Console/PC, Indie

Core Players & Energy Mechanics: They Don't Mix  
by Timothy Harris [05.22.15]
Midnight Star is a sci-fi shooter aimed at the core gamer. It used an energy F2P mechanic that didn't work, so we're axing it. Here's why...
Design, Smartphone/Tablet

Procedural Generation: digging deeper  
by Luis Diaz [05.22.15]
By now we have heard a lot about procedurally generated maps but, how about procedurally generated narrative? What do you know about that? Learn why you should care about it.
Design, Console/PC, Serious, Indie, Smartphone/Tablet

Design 101: Complexity vs. Depth 2
by Dan Felder [05.21.15]
It's one of the most controversial topics in game design, and it's all a big misunderstanding.
Design, Console/PC, Indie, Smartphone/Tablet

We need a story! - Writing 'Salvaged'  
by Daniel Dowsing [05.21.15]
An analysis of designing Salvaged's narrative mid-way through production, of how narrative defines a game experience and the value of creative restrictions.
Design, Production, Console/PC, Indie, Smartphone/Tablet

Missouri State University-West Plains — West Plains, Missouri, United States
Lecturer, Computer Graphics & Programming (9 Month Appointment)

Torn Banner Studios — Toronto, Ontario, Canada
Senior Multiplayer Level Designer

Demiurge Studios — Cambridge, Massachusetts, United States
Senior Game Designer

Boss Key Productions Inc — Raleigh, North Carolina, United States
Multiplayer Game Designer
Can you steer the prototyping process like a NASCAR driver? Do you have the word “Iteration” tattooed somewhere on your body? Can you work in a highly collaborative studio environment? Well, if you have those traits, along with a passion for sci-fi first-person shooters, Boss Key needs you to apply for our Multiplayer Game Designer position! Click for the full job description.

Imangi Studios — Raleigh, North Carolina, United States
Technical UI Designer
Technical UI Designer - Imangi Studios is looking for a user interface artist/graphic designer who is proficient in Unity to work on the design and implementation of user interfaces for our mobile projects, primarily Temple Run 2.

Nordeus — London, England, United Kingdom
Game Designer
Nordeus is looking for a skilled, enthusiastic Game Designer to join our London studio and help create brand new, world-class games.

Nordeus — Belgrade, Serbia
Illustrator / Concept Artist
We are looking for an experienced artist eager to create new worlds. You will be shaping the look of our new game from scratch within a small, independent team, closely cooperating with developers, game designers and other artists to reach the goal of making the best games in the world!

DropForge Games — Bellevue, Washington, United States
Lead Game Designer

Sega Networks Inc. — Philadelphia, Pennsylvania, United States
Game Systems Designer

Hi-Rez Studios — Alpharetta, Georgia, United States
Game Designer
Hi-Rez Studios is looking to hire an experienced Game Designer to work at our studio in Alpharetta, Georgia on SMITE. Come join the creator of the critically acclaimed SMITE, Tribes: Ascend, and Global Agenda as we embark on exciting new game projects! At Hi-Rez, you will have an opportunity to be part of an innovative environment that embraces new and different ideas. We are a passionate and enthusiastic bunch who love video games. We have incredibly talented individuals who are empowered to create, & challenged to learn. All of this means more opportunities for you to unleash your energy, collaboration, and dedication.