Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 28, 2015
arrowPress Releases
August 28, 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:


How working on gross, violent games can mess with developers Exclusive 15
by Alex Wawro [08.27.15]
We often hear about how playing violent or otherwise disquieting games affects people, but how does the process of working on these projects affect developers? Gamasutra chats with a few to find out.
Audio, Art, Console/PC, Indie, Social/Online, Exclusive

Video: How SteamWorld Dig's devs found success in the 'blue ocean' of 3DS  
by Staff [08.27.15]
At GDC Europe 2015, Sony London (The Getaway, The London Heist) dev John Foster shared some of the studio's big takeaways from trying to create immersive VR experiences for Project Morpheus.
Business/Marketing, Console/PC, Video, Vault

When the pay-to-win button backfires 19
by Gamasutra Community [08.26.15]
Jamie Madigan takes a look at an interesting new study: "The Hidden Cost of Microtransactions: Buying In-Game Advantages in Online Games Decreases a Player's Status."
Business/Marketing, Console/PC, Smartphone/Tablet

Google Analytics in a PC game: A tutorial 2
by Gamasutra Community [08.27.15]
"Using Google Analytics has been quite popular for the web sites and mobile apps lately but this is not the case with the desktop PC software." Want to do it? Read on.
Programming, Console/PC, Indie

Mechanics and characterization: A Remember Me boss fight analysis 2
by Katherine Cross [08.26.15]
Solid characterization can elevate a game. But as Capcom's Remember Me proves, a poorly conceived villain can undermine a great boss battle.
Design, Console/PC

Crucial lessons from 7 game jam prototypes that went commercial 6
by Bryant Francis [08.25.15]
Game jams aren't just a way to try out new ideas and unclog your creativity--they can also result in viable commercial products! We looked for lessons in several jam titles that made it to market.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Developers take to Twitter to share pithy game design tips  
by Alex Wawro [08.25.15]
An interesting smorgasbord of game design advice is accruing on Twitter today under #ShareAGameDesignTip as developers of varying experience levels, backgrounds and projects offer lessons learned.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

'Hooray for Hollywood': Warren Spector's vision for transmedia 12
by Gamasutra Community [08.25.15]
Warren Spector writes about his vision for collaborating with Hollywood creators -- where the paths should meet but also how the two media, movies and games, ultimately diverge.
Business/Marketing, Design, Console/PC


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 22
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


Video: UX without UI — Creating User Experiences in Action Games  
by Thomas Grove [08.27.15]
In this video presentation, dxSaigon founder Thomas Grové speaks about how game designers create user experiences in action games. The talk focuses on the importance of making controls ergonomic, responsive, and intuitive.
Design, Console/PC

The important differences between first-person and third-person games  
by Michel Sabbagh [08.27.15]
A design article explaining the presentational and gameplay differences between first-person and third-person games, and why it isn't just a matter of perspective.
Design, Console/PC

Monkey King’s important inspirations for overseas game companies aiming at China 3
by Karvin Sun [08.27.15]
Apart from “Journey to the West”, China still has countless undeveloped stories and figures. And their audiences are pretty similar to players of Supercell’s “Clash of Clans” and “Boom Beach” in China.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Launching Steam Greenlight & KickStarter: One week in, top 25, and 50% funded  
by Dustin Hendricks [08.26.15]
A behind the scenes look into the preparation and launch of simultaneous Steam Greenlight and KickStarter campaigns using a budget of zero, complete with analytics and marketing examples.
Business/Marketing, Console/PC, Indie

Video: Medieval History, Dragon Age, and The Witcher  
by Bob Whitaker [08.26.15]
Historians Bob Whitaker and Matthew Gabriele discuss the medieval inspired worlds of Dragon Age Inquisition and The Witcher 3. Topics include violence, race, religion, and dragons.
Console/PC, Serious


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


Six Foot — Houston, Texas, United States
[08.27.15]
NOC Technician Lead


Six Foot — Houston, Texas, United States
[08.27.15]
Community Manager


Wargaming.net — Chicago, Illinois, United States
[08.27.15]
User Experience Lead
Wargaming Chicago-Baltimore is a part of the leading free-to-play MMO game developer and publisher, with over 65 million subscribers and multiple studios worldwide. We are looking for the right individuals to join us and help deliver great user experiences in both our highly-successful current game, World of Tanks: Xbox 360 Edition, as well as our upcoming projects.

Wargaming.net — Chicago, Illinois, United States
[08.27.15]
Lead UI Engineer
Wargaming Chicago-Baltimore is a part of the leading free-to-play MMO game developer and publisher, with over 65 million subscribers and multiple studios worldwide. We are looking for the right individuals to join us and help deliver great user experiences in both our highly-successful current game, World of Tanks: Xbox 360 Edition, as well as our upcoming projects.

Wargaming.net — Chicago, Illinois, United States
[08.27.15]
Sr. UI Engineer
Wargaming Chicago-Baltimore is a part of the leading free-to-play MMO game developer and publisher, with over 65 million subscribers and multiple studios worldwide. We are looking for the right individuals to join us and help deliver great user experiences in both our highly-successful current game, World of Tanks: Xbox 360 Edition, as well as our upcoming projects.

Wargaming.net — Hunt Valley, Maryland, United States
[08.27.15]
Sr. UI Engineer
Wargaming Chicago-Baltimore is a part of the leading free-to-play MMO game developer and publisher, with over 65 million subscribers and multiple studios worldwide. We are looking for the right individuals to join us and help deliver great user experiences in both our highly-successful current game, World of Tanks: Xbox 360 Edition, as well as our upcoming projects.

Wargaming.net — Chicago, Illinois, United States
[08.27.15]
Sr. Graphics Engineer
Wargaming Chicago-Baltimore is a part of the leading free-to-play MMO game developer and publisher, with over 65 million subscribers and multiple studios worldwide. We are looking for the right individuals to join us and help deliver great user experiences in both our highly-successful current game, World of Tanks: Xbox 360 Edition, as well as our upcoming projects.

Unity Technologies — San Francisco, California, United States
[08.27.15]
Engine Programmer; Spotlight Team


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