Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
October 8, 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:

The Humanist Methodology: Hiring is the most important thing we do 18
by Gamasutra Community [10.08.15]
"How you hire, fire, and build your team will define your success as a leader, so you better be good at it... or you won't be a leader for long."
Business/Marketing, Console/PC, Smartphone/Tablet

Art Design Deep Dive: The hand-drawn art and animation of Jotun 2
by Jo-Anne Gauthier, Alexandre Boyer [10.07.15]
The art director and lead animator on Thunder Lotus Games' Jotun take a deep dive into the choices and challenges behind the game's unique art design and animation.
Design, Art, Console/PC, Indie

Sony cuts PS4 prices in U.S. and Canada, announces holiday lineup  
by Chris Kerr [10.08.15]
Sony has dropped the price of its flagship console in the U.S and Canada in preparation for the holidays.
Business/Marketing, Console/PC

Fixing biases and flaws in big data analyses of games and apps 4
by Gamasutra Community [10.07.15]
"These biases and flaws are not really due to statistics or math, but rather to how we interpret the methods or results. So the solution to these biases and flaws is not technical, but human."
Business/Marketing, Console/PC, Smartphone/Tablet

What happened to PlayStation's first indie dev community? 7
by Dan Chamberlain [10.06.15]
Net Yaroze and the community around it was pretty much my whole life at the time, says Chris Chadwick, creator of the award winning Blitter Boy. Sad, I know...but it was great!
Design, Programming, Production, Art, Console/PC, Indie, History

Microsoft reveals $3000 HoloLens Development Edition 10
by Chris Kerr [10.06.15]
Microsoft has revealed pricing details for the new dev-focused HoloLens Development Edition at today's Windows 10 event.
Design, Production, Console/PC

The most anticipated games of the year, right here 4
by Christian Nutt [10.05.15]
Market research firm Nielsen has compiled a list of what it says will be the most anticipated releases of the holiday sales season, and there are few surprises.
Business/Marketing, Console/PC

When an architect designs a video game, you get Block'hood 4
by Chris Kerr [10.05.15]
Architect-turned-game-developer Jose Sanchez wants to understand why players are compelled to create by asking them to turn natural chaos into order in his neighborhood sim, Block'hood.
Design, Production, Console/PC, Indie

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

Stalled engine: The TurboGrafx-16 turns 25 28
by Christian Nutt [09.12.14]
25 years ago, NEC released the video game system that fell first in the 16-bit console wars -- but what an interesting failure it was. The history of the TurboGrafx-16 as told by those who were there.
Business/Marketing, Console/PC, History

Gamasutra Explains: The YouTuber Phenomenon 23
by Christian Nutt [07.31.14]
What do YouTubers do? Who are they? Why does it matter to you? Gamasutra looked into the phenomenon and created a handy guide so you can get up-to-speed on it.
Business/Marketing, Console/PC, YouTube

The secret to designing the perfect level?  
by Yowan Langlais [10.07.15]
Using rules, grid, "actions", time, trial, error, modifications, improvements, doing things differently, bad decisions, starting all over, and more to design the levels of Toto Temple Deluxe!
Design, Production, Console/PC, Indie

License an engine or create your own?  
by Dietmar Hauser [10.07.15]
This question is often asked at the beginning of a new game project, and the decision has profound effects on its whole life cycle and possibly even on its follow up projects. Heres how and why we have chosen to answer this question over the last decade.
Programming, Production, Console/PC, Social/Online, Smartphone/Tablet

Making of Super Mega Baseball No.3 Naivety  
by Liane Howill [10.07.15]
This is the third post in a series about the making of Super Mega Baseball. It covers the initial plans for the game, the first development that was done, and how naive the guys really were.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Fundraising After Failure  
by John Warren [10.07.15]
Running out of cash you got from a crowdfunding campaign isn't the end of the world, or your project, but developers need to be smarter and nicer in order to climb that hill to finally deliver.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

The art of designing visceral and engaging Bullet Time gunplay  
by Michel Sabbagh [10.07.15]
A game design article explaining how to craft a Bullet Time mechanic that's both useful and fun to use.
Design, Console/PC

Hangar 13 — Novato, California, United States
Senior Graphics/Rendering Engineer
Hangar 13 is looking for a seasoned Graphics Programmer who enjoys a collaborative and creative work environment and is looking to push the boundaries of cutting edge 3D graphics.

Hangar 13 — Novato, California, United States
Senior Software Engineer - Tools
Hangar 13 is seeking the talents of a highly self-motivated Senior Software Engineer – Tools, who enjoys a collaborative and creative work environment. The Senior Software Engineer – Tools will work directly with content creators to give them the power to create amazing experiences and to support our culture of iterative design to make AAA games.

2K Las Vegas — Las Vegas, Nevada, United States
QA Localization Tester – Bilingual Italian/English

2K Las Vegas — Las Vegas, Nevada, United States
QA Localization Tester – Bilingual French/English

2K — Novato, California, United States
Production Artist (Marketing) - Temp

Monolith Productions — Kirkland, Washington, United States
Sr. UI Artist
Sr. UI Artist

2K — Novato, California, United States
Senior Core Engineer, Game Engines - Core Technology Group
2K is looking for an experienced Game Engine/Core Engineer who is passionate about helping our development studios fully utilize the power of console and PC platforms. Versatility is key; you will work with in-house custom game engines as well as industry leading commercial engines across our award winning franchises and studios.

Monolith Productions — Kirkland, Washington, United States
Art Lead, Characters
Monolith Productions is seeking a Lead Character Artist to lead a team of character artists in the creation and implementation of the highest quality characters and creatures.

Tilting Point — New York, New York, United States
Quality Assurance Lead

Midnight Studios, Inc. — Austin, Texas, United States
Systems Engineer
The systems engineer will be responsible for implementing foundational systems.