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April 26, 2015
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April 26, 2015
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Beyond the Pentakill: The future of competitive game design 24
by Gamasutra Community [04.24.15]
"I argue that people being jerks to each other is not a property intrinsic to competition, but rather due to the way we are framing the competition."
Design, Console/PC

No, MS-DOS games weren't widescreen: Tips on correcting aspect ratio 12
by Gamasutra Community [04.24.15]
"Let us all agree that next time we present a screenshot of game from the '80s and early '90s, we should at least keep 4:3 images as 4:3 images!"
Art, Console/PC, History

If you build it: Colossal Order on Cities: Skylines modding Exclusive 1
by Phill Cameron [04.23.15]
We talk to Damien Morello of Colossal Order about the wild success of Cities: Skylines modding scene, and what it means for future development.
Business/Marketing, Design, Production, Console/PC, Indie, Exclusive

You started playing a story-based video game, and then this happened... 25
by Kris Graft [04.23.15]
"Once you start letting some random, sentient entity (e.g. a human) poke around within the confines of the narrative framework of your video game, things often get broken."
Design, Console/PC

Game mods can now be sold on the Steam Workshop for real money 43
by Alex Wawro [04.23.15]
UPDATE Valve is letting users charge real money for game mods on the Steam Workshop, starting with Skyrim and rolling out to other games (contingent on the approval of their developers) in the weeks ahead.
Business/Marketing, Console/PC

Blog: Working with Valve to build one of the first paid Skyrim mods 2
by Gamasutra Community [04.23.15]
"I was approached by Valve on behalf of Bethesda," writes one dev invited to make a Half-Life-themed Skyrim paid mod. "I decided to take a crack at implementing Gordon Freemanís crowbar."
Design, Console/PC

The PSP is dead, and developers are still releasing games for it 2
by Alex Wawro [04.23.15]
Sony discontinued its PlayStation Portable last summer, but that isn't stopping Victor Ireland's Gaijinworks from releasing two new (to North America) PSP games -- potentially in physical UMD form.
Business/Marketing, Console/PC

Assassin's Creed creator's new project is Ancestors: The Humankind Odyssey 1
by Brandon Sheffield [04.23.15]
Patrice Desilets, Assassin's Creed director and now CEO and creative director of his own company Panache Games, announces a new project; Ancestors: The Humankind Odyssey.
Business/Marketing, Design, Production, Console/PC, Indie

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 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

In Defense of Valve's New Steam Workshop Storefronts 42
by Erik Waananen [04.24.15]
A modder shares his thoughts on the recent controversy surrounding Valve's announcement to provide storefronts for mods through Steam Workshop.
Business/Marketing, Production, Console/PC

How to Tune a Simulation Game 1
by Robert Zubek [04.24.15]
Here's how we balanced our last game using a simple model built in MS Excel.
Design, Console/PC, Indie, Smartphone/Tablet

Understanding attribution of royalty-free game and blog content  
by Zachary Strebeck [04.24.15]
Game lawyer Zachary Strebeck takes a look at the attribution requirements for some stock content sites and offers some insight into finding out what your responsibilities are when using royalty-free content.
Audio, Business/Marketing, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How to make the graphics for Star Driller Ultra  
by Taro Omiya [04.24.15]
So a lot of praises has been made about the graphics in our Ludum Dare game, Star Driller Ultra. How did we make such beautiful graphics in a short amount of time? Well, actually, itís a lot easier than you think.
Art, Console/PC, Indie

Quick Time Events - An overused trope?  
by Mark McCormack [04.23.15]
This blog is about the use of Quick Time events in games. Whether it's good or bad, how it's changed over time and examples of successful and unsuccessful uses of said trope.
Design, Console/PC

2K — Novato, California, United States
Recruiting Coordinator – Temp

2K Las Vegas — Las Vegas, Nevada, United States
Lead QA Tester
Leads a team in executing test plans on pre-release versions of software to detect and record product defects.

id Software — Richardson, Texas, United States
Senior Gameplay Programmer
id Software is looking for Senior Gameplay Programmers to work on some of the industries most celebrated and popular AAA titles.

HB Studios — Lunenburg, Nova Scotia, Canada

Nexon America, Inc. — El Segundo, California, United States
3D Character Rigger
The 3D Character Rigger will be highly skilled at creating flexible and intuitive control characters rigs that can support any animation applied. This person will be able to create rigs that include believable and accurate deformations, IK and FK options, versatile rig design, proper control set-ups and curves, etc. The 3D Character Rigger will also have experience skinning costumes on video game characters using 3ds Max.

The Workshop — Marina del Rey, California, United States
Sr. Programmer (Generalist)

Cloud Imperium Games — Santa Monica, California, United States
UI Engineer

Cloud Imperium Games — Santa Monica, California, United States
Senior Gameplay Engineer

Sucker Punch Productions — Bellevue, Washington, United States
Mission Designer
Mission Designer

Nexon America, Inc. — El Segundo, California, United States
Investigations Representative
The Investigator is responsible for finding, researching and reporting game-breaking issues to the production teams. This includes gathering and analyzing data from the game and other sources regarding serious issues.