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May 29, 2015
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May 29, 2015
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Konami looks to the future, and it's not the future longtime fans want 5
by Christian Nutt [05.29.15]
Konami's statement to the press today -- meant to soothe console fans -- was a smokescreen, but if you strain your eyes, you can see the signs of a shifting industry writ large.
Business/Marketing, Console/PC, Smartphone/Tablet

The Qun demands it: The evolution of the barbarous other in Dragon Age  
by Gamasutra Community [05.29.15]
Elizabeth Sampat looks at the evolution of the treatment of the Qunari race across the Dragon Age franchise -- and how that ties into the fantasy genre's history and future.
Design, Console/PC

Game Design Deep Dive: Darkest Dungeon's Affliction System Exclusive 3
by Tyler Sigman, Chris Bourassa [05.28.15]
Chris Bourassa & Tyler Sigman of Red Hook Studios: "We wanted to capture the human response to stress. Any person can break under pressure, and people break in different ways."
Design, Console/PC, Indie, Exclusive

An indie game with 60 million players? The story of Transformice 9
by Gamasutra Community [05.28.15]
Four years in to creating a game that spiked in popularity beyond its developers wildest dreams: A postmortem of boom times, a changing business model, and a studio's transformation.
Business/Marketing, Design, Production, Art, Console/PC, Indie

Postmortem: A story-driven roguelike, Sproggiwood 2
by Gamasutra Community [05.28.15]
"Conquering a rival civilization -- and concealing your imperialist intentions in rhetoric -- is a difficult task. Likewise is developing a mechanically novel, thematically rich hybrid game."
Design, Production, Console/PC, Indie

Getting metroidvania Environmental Station Alpha into the world  
by Gamasutra Community [05.28.15]
Developing a metroidvania over three years: A candid look back at the iterative design process for a 2D indie game.
Design, Production, Console/PC, Indie

Oculus Rift price teased; new input solution to show at E3 in June 5
by Christian Nutt [05.27.15]
News out of the Code Conference comes via Oculus VR CEO Brendan Iribe, who drops a few more details on what you'll expect to pay and how the tech might evolve.
Business/Marketing, Console/PC, Indie

Smooth moves: Designing VR games that won't make players sick Exclusive 5
by Alex Wawro [05.27.15]
Gamasutra chats with a few VR game designers to figure out what they've learned about not making people sick, and how other developers can apply those learnings to their own projects.
Design, Console/PC, Indie, Smartphone/Tablet, Exclusive


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


Coming into Focus: Understanding Video Game Market Research  
by Andrew Pfister [05.29.15]
In the wrong hands a focus group can provide anything but focus, and even lead to disasters like Poochie the Dog. To get the answers you need with market research, you have to you have to know what and who to ask.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

"What, not How" - A goal centered approach to player motivation  
by Asher Einhorn [05.29.15]
Much as I usually dislike mantras that oversimplify design methods, this particular one I found an extremely useful not only in retaining exploration and agency in game design, but in keeping those things prioritized when crunch hits hard!
Design, Console/PC, Indie

Celebrating XCOM Enemy Unknown's Design  
by Josh Bycer [05.29.15]
Today's post is a look back at XCOM Enemy Unknown and why it was not only a great reboot but one of the best games from Firaxis
Design, Console/PC, Smartphone/Tablet

The Qun Demands It: The Evolution of the Barbarous Other  
by Elizabeth Sampat [05.29.15]
A brief history of racist tropes in high fantasy, and how Bioware gets it right.
Design, Console/PC

Konami looks to the future, and it's not the future longtime fans want 5
by Christian Nutt [05.29.15]
So Konami has attempted to clarify things with a statement -- but really just muddied the waters. What's going on?
Business/Marketing, Console/PC, Smartphone/Tablet


Torn Banner Studios — Toronto, Ontario, Canada
[05.29.15]
Senior Multiplayer Level Designer


Sucker Punch Productions — Bellevue, Washington, United States
[05.29.15]
Concept Artist


Telltale Games — San Rafael, California, United States
[05.29.15]
Cinematic Artist
Our Cinematics/ Choreography Team is responsible for creating compelling cutscenes, interactive dialogs, and cinematic elements of action sequences coupled with excellent pacing and acting using animation libraries. Through cinematography and character acting, they deliver the greatest visual impact to the widening audience of our award-winning interactive games. *Please keep in mind the only way to be considered for this position is by completing and submitting the Cinematic test. Please see the end of the Job Description for the test materials and details.

Telltale Games — San Rafael, California, United States
[05.29.15]
Development QA Tester
Development QA Tester

CBS Digital — Los Angeles, California, United States
[05.29.15]
Unreal Developer


CCP — Newcastle, England, United Kingdom
[05.29.15]
Development Director


Sucker Punch Productions — Bellevue, Washington, United States
[05.28.15]
Combat Designer
Combat Designer

Sucker Punch Productions — Bellevue, Washington, United States
[05.28.15]
Systems Designer


Sucker Punch Productions — Bellevue, Washington, United States
[05.28.15]
Senior Character Texture/Look Dev Artist
Senior Character Texture/Look Dev Artist

Sucker Punch Productions — Bellevue, Washington, United States
[05.28.15]
Mission Designer
Mission Designer