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March 5, 2015
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March 5, 2015
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The future of Morpheus, according to Sony's Shuhei Yoshida Exclusive  
by Alex Wawro [03.05.15]
Gamasutra sits down with Shuhei Yoshida, Sony's President of Worldwide Studios, to talk about the state of Project Morpheus and what developers should know about making PlayStation VR games.
Business/Marketing, Console/PC, GDC, Exclusive

One Life Left vs. Gamasutra Podcast #1: Pipelines 'n' Tubes Exclusive  
by Staff [03.05.15]
Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
Audio, Exclusive, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Podcast

Don't save your bullets: Darkest Dungeon's Red Hook on Early Access  
by Phill Cameron [03.05.15]
We talk to Red Hook Studios, makers of Darkest Dungeon, about how to manage to successful Early Access game, and not saving your big guns for later.
Business/Marketing, Design, Production, Console/PC, Indie

Valve debuts Source 2 for free in bid to compete with Epic, Unity 11
by Alex Wawro [03.03.15]
Valve is officially debuting its long-rumored Source 2 engine at GDC this week alongside a host of other new technologies, and it's expected to launch at a competitive price: free.
Business/Marketing, Design, Programming, Production, Console/PC, Indie

Hands-on: Full-room SteamVR highly-impressive, even as a prototype  
by Kris Graft [03.04.15]
Valve Software was on hand at Game Developers Conference 2015, doing behind-closed-door demos of full-room SteamVR, and even in prototype form, the company's offering is already impressive.
Console/PC, Indie, GDC

Programming blog: Vector hosted lists  
by Gamasutra Community [03.05.15]
"Hosting a list in a vector ain't rocket science, but I think it's a good technique to have in mind when designing data structures generally, and it's definitely a worthwhile topic."
Programming, Console/PC

Postmortem: Failbetter Games' Sunless Sea 1
by Alexis Kennedy [03.04.15]
Failbetter Games co-founder Alexis Kennedy takes you behind the scenes of what went right (and wrong) during development of the studio's darkly comedic roguelike game Sunless Sea.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Balance balls make better games? Tips from Swery65 2
by Leigh Alexander [03.04.15]
The always-spirited Swery65 offered a bevy of surprising and insightful development tips on everything from making better motion controls and creating more empathy to getting along with your team.
Design, Programming, Production, Console/PC, GDC


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


Git for Unity Developers  
by Alistair Doulin [03.04.15]
This tutorial takes you through the steps to start using Git with Unity.
Programming, Console/PC, Indie, Smartphone/Tablet

User Acquisition and Attribution: The Basics (Part 1)  
by Dmitri Williams [03.04.15]
This article marks the beginning of a three-part series on user attribution
Business/Marketing, Console/PC, Smartphone/Tablet

The Musical Box #26: Bowser attacks  
by Marcelo Martins [03.04.15]
The Musical Box features 30 articles focusing on game music production and implementation. Edition #26: Super Mario Galaxy
Audio, Console/PC

2D art team: How to manage level background assets 1
by Junxue Li [03.04.15]
This article is for background art production of 2D games. It deals with 2D & 3D assets management. It would help you save troubles when you need to edit, and reuse the graphics.
Design, Art, Console/PC, Social/Online, Smartphone/Tablet

Discipline not Motivation.  
by Seventeen Uncles [03.04.15]
Motivation is fickle & unreliable, Discipline is a trained skill. Discipline leads to results.
Audio, Design, Programming, Production, Art, Console/PC, Indie


Digital Extremes — London, Ontario, Canada
[03.05.15]
FX Artist


Digital Extremes — London, Ontario, Canada
[03.05.15]
Gameplay/Generalist Programmers


Digital Extremes — London, Ontario, Canada
[03.05.15]
Sr. Environment Artist


Wargaming.net — Hunt Valley, Maryland, United States
[03.05.15]
AI 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
[03.05.15]
AI 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.

Infinity Ward / Activision — Woodland Hills, California, United States
[03.05.15]
Gameplay Engineer - Infinity Ward
Infinity Ward is currently seeking a Gameplay Programmer in the Woodland Hills, CA area. This programmer will work with content teams to push our play-control and weapons to new heights of fun and visual fidelity, creating new systems and leverage existing ones to realize AAA-quality FPS gameplay.

Infinity Ward / Activision — Woodland Hills, California, United States
[03.05.15]
Lead Tools Engineer - Infinity Ward
Infinity Ward is currently seeking a Lead Tools Engineer in the Woodland Hills, CA area. The ideal candidate will have three or more years of experience in a similar role. We are looking for someone who is detail oriented, organized and has a flexible approach to work.

Toys for Bob / Activision — Novato, California, United States
[03.05.15]
Senior FX Artist-Toys for Bob
See job description.Reporting directly to our Lead FX Artist, we’re looking for an artist/magician/pyromaniac/tech-head FX Artist who can create astounding visual FX.

Infinity Ward / Activision — woodland hills, California, United States
[03.05.15]
Build Engineer - Infinity Ward
Infinity Ward, located in Woodland Hills, CA is currently seeking an experienced Build and Release Software Engineer, whose primary focus will be maintaining and extending our automated build systems.

Infinity Ward / Activision — Woodland Hills, California, United States
[03.05.15]
Lead Game Designer (Builder - MP) - Infinity Ward
We are currently seeking an experienced Lead Multiplayer Level Designer to work on our new FPS. Previous experience leading a highly talented team of multi-player focused designers while also providing a portfolio heavy on MP: FPS game and level design work is paramount. If you live for kick-ass MP gaming, can motivate a team, and have shipped AAA titles with awesome design aesthetics, then we are looking for you! Must provide examples of prior work including: design documentation, screenshots, level meshes, and/or playable samples of your best work (refer us to work in published games)