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March 30, 2015
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March 30, 2015
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The History of Captain Forever Exclusive  
by Jarrad [03.30.15]
Veteran indie games developer Farbs details the checkered history of his Captain Forever series of games.
Design, Programming, Production, Console/PC, Indie, Exclusive

Blog: Strategy game UI dos and don'ts  
by Gamasutra Community [03.30.15]
"Thinking more about it and what makes a good UI, I return back to Rise of Nations, and how it really was and still is ahead of its time, with one of the best UIs I've seen."
Design, Console/PC

Game Design Deep Dive: Traffic systems in Cities: Skylines Exclusive 6
by Antti Lehto, Damien Morello, Karoliina Korppoo [03.27.15]
Colossal Order launched Cities: Skylines earlier this year to remarkable acclaim. Here, the developers explain how they went about designing and coding the city builder's robust traffic systems.
Design, Console/PC, Exclusive

10 can't-miss video postmortems from the GDC Vault  
by Alex Wawro [03.27.15]
From Steamworld Dig to Shenmue, this collection of video postmortems covers a variety of games. What they have in common is that they're free to watch, and can't-miss viewing.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Vault

Soon you'll be able to sign up for Valve's Vive VR dev kit  
by Christian Nutt [03.27.15]
Company spokesman Doug Lombardi says that Valve plans to launch a sign-up site for free (and likely extremely limited) dev kits next as early as week.
Business/Marketing, Console/PC, Indie

Thinking about people: Designing games for social simulation 4
by Gamasutra Community [03.26.15]
Mitu Khandaker-Kokoris (Redshirt) comprehensive look at the elements that are essential to a good social simulation, and how those things have worked in existing games, both AAA and indie.
Design, Console/PC, Indie, Smartphone/Tablet

Putting a fake nose in your VR game may make it less nauseating 24
by Alex Wawro [03.26.15]
Researchers at Purdue University believe that rendering a virtual nose in your first-person virtual reality game can help extend the amount of time people can play it without feeling sick.
Design, Console/PC

GDC Europe 2015 call for papers ends soon!  
by Staff [03.27.15]
Game makers, take note: The call for submissions to present lectures and panel sessions at the 2015 Game Developers Conference Europe closes Monday, March 30.
Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC, GDC Europe


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 9
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 6
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 26
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 21
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


Spellblade Postmortem  
by Marcelo Spiezzi Raimbault [03.27.15]
This postmortem covers what went right, wrong and what we learned while developing Spellblade. a student game project at SMU`s Guildhall.
Production, Console/PC, Indie

Game Dev 101  
by Juliette Dupre [03.27.15]
Quick start guide for anyone brand new to game development who wants to become a part of it.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

The Musical Box #29: Rolling Musically  
by Marcelo Martins [03.27.15]
The Musical Box features 30 articles focusing on game music production and implementation. Edition #29: Super Mario Galaxy
Audio, Console/PC

The Musical Box #30: Shepard Can Dance  
by Marcelo Martins [03.27.15]
The Musical Box features 30 articles focusing on game music production and implementation. Edition #30: Mass Effect 3
Audio, Console/PC

Particles spawned at mesh vertices: Recreating inFamous Second Son neon run effect in Unity3D 3
by Marek Stromsky [03.27.15]
I've tried to recreate inFamous Second Son effect (spawning particles at object vertices) in Unity3d that could be used also on mobile devices.
Programming, Art, Console/PC, Smartphone/Tablet


Sony Computer Entertainment America LLC — Los Angeles, California, United States
[03.28.15]
Senior Combat Designer
Combat Designer

Sony Computer Entertainment America LLC — Bend, Oregon, United States
[03.28.15]
Senior Animation Programmer
Senior Animation Programmer

Sony Computer Entertainment America LLC — Bend, Oregon, United States
[03.28.15]
Senior Staff Graphics Programmer
Senior Staff Graphics Programmer

Sony Computer Entertainment America LLC — Bend, Oregon, United States
[03.28.15]
Senior Game Programmer
Senior Game Programmer

Sony Computer Entertainment America LLC — Bend, Oregon, United States
[03.28.15]
Senior AI Programmer
Senior AI Programmer

Activision Publishing — Santa Monica, California, United States
[03.28.15]
Associate Producer-Call of Duty
See job description.

Hangar 13 — Novato, California, United States
[03.27.15]
Senior Technical Artist (Dynamics)
Hangar 13 is looking for an experienced Senior Technical Artist to help create dynamic cloth assets, proactively identify new technologies, develop tools and creatively solve pipeline issues. This is an amazing opportunity to work side-by-side with the finest talent working in game development today.

Hangar 13 — Novato, California, United States
[03.27.15]
Senior Level Architect
Hangar 13 is looking for an experienced Senior Level Architect to help create 3D environments that are both visually stunning and have great gameplay opportunities. The ideal candidate should be able to create a fulfilling 3d space, working out how game metrics and architecture mesh together. This is an amazing opportunity to work side-by-side with the finest talent working in game development today.

Sanzaru Games Inc. — Foster City, California, United States
[03.27.15]
Concept Artist


505 Games — Calabasas, California, United States
[03.27.15]
Customer Support Manager