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April 20, 2018
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The challenge of making BattleTech's first two hours matter  
by Bryant Francis [04.20.18]
Two of BattleTech's lead developers tell us about introducing players to complicated game systems while trying to make their first 2 hours as memorable as possible.
Design, Console/PC, Video

CCP chief: EVE dev's move to leave VR due to risk, not loss of faith  
by Emma Kidwell [04.20.18]
In an interview with Rock Paper Shotgun, Hilmar Veigar Pétursson discusses why CCP Games pulled out of VR development.

Learn the secrets behind reviving BattleTech today at 4PM EDT  
by Bryant Francis [04.20.18]
We're talking to two of the lead developers behind the new BattleTech at 4PM EDT. Come ask your questions!
Design, Console/PC, Video

Create your own cardboard controllers with free 'gambi_abo' blueprints  
by Chris Kerr [04.20.18]
The brainchild of Enric Llagostera, gambi_abo is a free collection of do-it-yourself instructions for cardboard game controllers designed with accessibility in mind. 
Design, Console/PC

Blog: How the Rubik's Cube inspired a laid-back Atari puzzler  
by Gamasutra Community [04.20.18]
An excerpt from '21 Unexpected Games to Love For The Atari VCS,' exploring why the Atari Video Cube isn't anything like a real Rubik's Cube. It's a lot more accessible!

Game Design Deep Dive: Dandara's unique jump-only movement mechanic 2
by João Brant [04.20.18]
"By designing natively for different input methods, you can bring life to a completely new game design," writes Dandara dev João Brant in this Deep Dive into the game's unique movement system.
Design, Indie

Lessons Learned From Five Years of VR Locomotion Experiments  
by Paul White [04.20.18]
A five-year retrospective on lessons learned from inside the history of VR locomotion by industry pioneers at Cloudhead Games.
Design, Indie, VR

The Level Design of Super Mario Odyssey's Best Stage  
by Josh Bycer [04.20.18]
Super Mario Odyssey may have taken the level design of Mario in a different direction, but there was one stage that rose above the rest and is worthy of being studied more closely.
Design, Console/PC, Indie

Game clones in Eastern Europe: here's why.  
by Orchidee Stachelig [04.19.18]
Eastern Europe: talented devs, lack of original ideas. Why? A possible explanation follows.
Business/Marketing, Design, Indie, Social/Online

Try/Fail Cycles  
by Gregory Pellechi [04.19.18]
Games as power fantasies result in success after success for player character. For the story that makes them boring because the characters never encounter failure and have to change track. A Try/Fail cycle is vital to interesting storytelling in games.
Design, Console/PC, Indie

Two Years and Counting as Indie. Four Little Noble Truths as Human  
by Marc Marfa Mora [04.18.18]
For more than two years we, Little Miracles Games, have been working on Rest in Jelly. Before its launch, we want to share Four Little Noble Truths learned through this emotional journey.
Business/Marketing, Design, Production, Console/PC, Serious, Indie

Atari VCS: Video Cube  
by John Harris [04.18.18]
An excerpt from '21 Unexpected Games to Love For The Atari VCS,' Atari Video Cube doesn't actually work like a real Rubik's Cube. It's a lot more accessible! It's a laid-back kind of puzzle game that Atari originally sold by mail order.
Design, Console/PC

Bad Robot Productions, Inc. — Santa Monica, California, United States
Creative Director - Design

Stardock Systems, Inc — Plymouth, Michigan, United States
Graphics Engineer

Digital Extremes — London, Ontario, Canada
Technical Designer

Digital Extremes — London, Ontario, Canada
Game Designer

Digital Extremes — London, Ontario, Canada
Senior Lighting Artist

Gear Inc. — Hanoi, Vietnam
[Vietnam] Game Designer

Deep Silver Volition — Champaign, Illinois, United States
UI Artist

innogames — Hamburg, Germany
(Senior) UI Designer for a New Mobile Game

Abrakam SA — Liège, Belgium
Game Designer

Dischan Media Inc. — Coquitlam, British Columbia, Canada
3D Modeler/Game Designer (NOC 5223)