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August 22, 2014
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August 22, 2014
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Tribe hopes to foster a new genre of games with Velvet Sundown Exclusive  
by Alex Wawro [08.22.14]
What if an adventure game was multiplayer? Tribe Games has spent four years building a platform that can answer that question, and now its hoping to kickstart a new genre of drama games.
Design, Console/PC, Social/Online, Exclusive, Video

Game Design Deep Dive: Ammo Collection in Wolfenstein: The New Order Exclusive 8
by Jerk Gustafsson [08.21.14]
MachineGames' Jerk Gustafsson writes about a very specific game design decision in Wolfenstein: The New Order, as part of a new Gamasutra series.
Design, Console/PC, Exclusive

GDC board members share advice for pitching a GDC 2015 talk  
by GDC Staff [08.21.14]
The GDC 2015 call for submissions closes next Thursday, August 28th, and to help you better prepare we've got some advice on pitching talks from a few members of the GDC advisory board.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

'Fail early'? It doesn't work in game dev 28
by Gamasutra Community [08.20.14]
A veteran developer shares his take on the "fail early" mantra: "I have nothing but bad experiences when game companies talk about the importance of failing early."
Production, Console/PC, Indie, Smartphone/Tablet

Unity rolls out version 4.6, open-source initiative, Unity Cloud Build 10
by Christian Nutt [08.20.14]
Today at its Unite conference in Seattle, Unity announced new initiatives and new features for its engine, and we have the details, with comments from CEO David Helgason.
Programming, Console/PC, Indie, Smartphone/Tablet

How do you reinvent Call of Duty all over again? Exclusive 6
by Mike Rose [08.21.14]
With Call of Duty: Advanced Warfare, Sledgehammer Games is not only looking to reinvent the franchise -- it's also the studio's very first go at building its own Call of Duty.
Business/Marketing, Console/PC, Exclusive

Composition in level design: An in-depth examination 6
by Gamasutra Community [08.19.14]
A comprehensive look at what goes into creating first person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
Design, Art, Console/PC, Indie

Bringing back Shadowgate 4
by Gamasutra Community [08.20.14]
The story of the return of a classic, and the decisions that go into making a game fresh but still please fans who've loved it since the 1980s.
Business/Marketing, Design, Production, Art, Console/PC, Indie

Gamasutra Explains: The YouTuber Phenomenon 19
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

Sponsored: 'Sweat, Swearing and Tears' - A new documentary series on indie game developers 8
by Jocelyn Moffatt [07.07.14]
Patrick Haynes, Founder and Executive Producer at Fatbelly Productions, speaks about his experience working with Barking Mouse Studio and Autodesk on a new indie game-focused documentary series.
Console/PC, Indie, Sponsored Feature, Smartphone/Tablet, Mobile Games

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs 22
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Design, Postmortem, Production, Console/PC, Indie

'Roguelikes': Getting to the heart of the it-genre 18
by Christian Nutt [05.21.14]
Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
Business/Marketing, Design, Interview, Console/PC, Smartphone/Tablet

Friends forever: The story of Sportsfriends 1
by Mike Rose [05.05.14]
Douglas Wilson and Bennett Foddy talk us through how Sportsfriends came about, from the troubles of publishing J.S. Joust on its own, to finding the perfect four games for the package.
Design, Postmortem, Production, Console/PC, Indie, Crowdfunding, Advanced Input and Output

Tutorial Design for Multi-System Games  
by Josh Bycer [08.21.14]
Creating a good tutorial can mean the difference of getting new fans and scaring them off. Today's post examines the difficulty of making a good tutorial and some suggestions for complex titles.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

What ‘90s SSI Goldbox RPGs Can Teach Us about the Modern RPG (Part 2 of 2) 4
by Thomas Henshell [08.21.14]
A daring indie developer embarks on a quest to rescue True Choice from the jaws of Avoidable Cost
Business/Marketing, Design, Console/PC, Indie

Game Feel Tips II: Speed, Gravity, Friction  
by Mark Venturelli [08.21.14]
Stiff movement in your game is a deadly sin, so I provide a few tips to smooth that sucker out and save your soul.
Design, Programming, Console/PC, Indie

The Perfect Game Character 5
by Alice Rendell [08.21.14]
An exploration of what players want in regards to game characters and how we can create more diversity.
Design, Console/PC

Game Testing: Exploring the Test Space  
by Johan Hoberg [08.21.14]
In this article I will try to give a list of different types of test that I think should at least be considered before development of a new game starts. This will not be a complete, all-comprehensive list, but my hope is that it will be a good start.
Programming, Console/PC, Social/Online, Smartphone/Tablet

Retro Studios - Nintendo — Austin, Texas, United States
Gameplay Engineer

Trion Worlds — Redwood City, California, United States
Senior Gameplay Engineer
Gameplay Guru Wanted - AI, Combat, Movement, Physics

Digital Extremes — London, Ontario, Canada
Gameplay Programmers

Digital Extremes — LONDON, Ontario, Canada

Digital Extremes — Costa Mesa, California, United States
SEO & CRM Specialist

Runic Games, Inc. — Seattle, Washington, United States
Visual Effects Artist

Runic Games, Inc. — Seattle, Washington, United States
Concept Artist

YAGER Development GmbH — Berlin, Germany
Senior Graphics Programmer (f/m)
YAGER is looking for an experienced Graphics Programmer for our current AAA project – Dead Island 2.

Infinity Ward / Activision — woodland hills, California, United States
Build Engineer-Infinity Ward
See job description.

Disney Consumer Products — Glendale, California, United States
Contract Game Programmer