Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 29, 2015
arrowPress Releases
August 29, 2015
PR Newswire
View All
View All     Submit Event






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Postmortem: Pinball-RPG hybrid Rollers of the Realm 6
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.
Design


Get a job: Wargaming is aiming to hire an experienced UI Engineer  
by Staff [08.28.15]
World of Tanks maker Wargaming is looking for an experienced engineer to fill an open Senior UI Engineer position at its studio in Hunt Valley, Maryland and work on PC/console games.
Design, Programming, Console/PC, Recruitment

Video: Concocting The Witcher 3's dynamic crafting-based economy  
by Staff [08.28.15]
CDPR's Matthew Steinke speaks at GDC Europe 2015 about how he led design of The Witcher 3: Wild Hunt's crafting system and how he made it play nice with the game's dynamic economy.
Design, Programming, Console/PC, Indie, Video, Vault

Don't Miss: The story of Blizzard's first-ever Warcraft multiplayer match 7
by Patrick Wyatt [08.28.15]
"Something changed when I played the first multiplayer game of Warcraft." - Patrick Wyatt, programmer of Warcraft: Orcs vs. Humans, writes in the opening to this excellent 2012 feature.
Design, Programming, Console/PC


CRPG History Abridged III - The revenge of more RPGs that brought something new to the table  
by Felipe Pepe [08.28.15]
A few more interesting RPGs, such as the Phantasie series, Hillsfar, Hideo Kojima's Snatcher SD, Shadowlands and a NWN2 mod.
Design, Programming, Production, Art, Console/PC, Serious, Indie

Blizzard Branding: Exploring Cross Game Marketing  
by Josh Bycer [08.28.15]
Today's post looks at how Blizzard has been leveraging their various games and branding into Cross Game Promotions and marketing for old and new fans alike.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Interactive Storyline: The Decision  
by Donte\' Hawkins [08.28.15]
Video games of this generation have a great way of allowing the player to make choices. Ultimately these choices that we make determine how both the characters and the story will progress throughout the game.
Design, Production, Art, Console/PC, Serious, Indie

Passengers post mortem  
by François Alliot [08.28.15]
Passengers' main aim is to break the very homogeneous image of the migrants given by news and medias. Here is the story of why and how we made the game.
Design, Indie

Astral Spheres and Salty Tears: The Journey to Liftoff for Astral Breakers  
by Michael Migliacio [08.28.15]
Two people. Twelve Constellations. One Incredibly “Hype” Star. How one simple problem (a desire to play games together) drove a gamer couple to build their own solution...
Business/Marketing, Design, Production, Console/PC, Indie


STEAM Engine — Austin, Texas, United States
[08.28.15]
Level Designer


Insomniac Games — Burbank, California, United States
[08.27.15]
Senior UX Designer
Insomniac Games is looking for a Senior UX Desginer

Zindagi Games — Camarillo, California, United States
[08.27.15]
Technical Artist
Zindagi Games is looking for a TECHNICAL ARTIST!

Arconyx Games — Sherman Oaks, California, United States
[08.27.15]
C# Programmer (Unity)


Six Foot — Houston, Texas, United States
[08.27.15]
Systems Designer


WEVR — Venice, California, United States
[08.27.15]
Lead Designer


Radiant Entertainment — Los Altos, California, United States
[08.27.15]
Lead User Interface Artist & UX Designer


Ministry of Games — Helsinki, Finland
[08.27.15]
Product Manager / Senior Game Designer


Ministry of Games — Helsinki, Finland
[08.27.15]
Creative Director


Infinity Ward / Activision — Woodland Hills, California, United States
[08.27.15]
Senior Game Designer (Scripter - MP) - Infinity Ward
Infinity Ward is seeking an experienced Multiplayer Designer that is looking to create gameplay systems, game modes and scripted events for an exciting new project!