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May 2, 2016
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May 2, 2016
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A brief history of the fireball in fantasy games  
by Jon Peterson [05.02.16]
History at its hottest. A look at the development of the long-range attack known as Fireball, from homebrew tabletop to LARP to blockbuster RPG videogames. The history of the trope is a fantasy games.
Console/PC, History

Applying lessons from Warcraft's world to Overwatch arenas  
by Bryant Francis [04.29.16]
We spoke to Blizzard's Aaron Keller about the design of Overwatch's first-person shooter arenas, and how lessons he learned from designing maps for World of Warcraft still matter today.
Design, Console/PC

Survey: Less than half of U.S. households own dedicated game consoles  
by Alex Wawro [04.29.16]
The results from the ESA (and Ipsos MediaCT's) annual survey of Americans suggests that for the first time in years, a dedicated game console is in less than half (48 percent) of U.S. households.
Business/Marketing, Console/PC

'There are a lot of ways to chop off a head' - Double Fine's Tim Schafer on humor 19
by Brandon Sheffield [04.28.16]
Tim Schafer discusses the challenges and triumphs of creating games with humor, as he illustrates his storied career.
Design, Production, Console/PC, Indie

Creating the paper-craft art style of Book of Demons 1
by Gamasutra Community [04.29.16]
"We put a lot of effort into making everything the way it looks now and the road to getting here was a really bumpy one. Hope you will enjoy the story of how it all came to life."
Art, Console/PC

Upgrading history: How M2 created 3D versions of classic Sega games  
by Heidi Kemps [04.28.16]
How Sega and specialist emulation developer M2 created a new package of classic arcade, Master System, and Genesis titles for that take advantage of the 3DS handheld's three-dimensional screen.
Business/Marketing, Design, Console/PC, History

Don't Miss: Molyneux and Webley recount the history of Lionhead  
by Simon Carless [04.29.16]
Now that Lionhead is closed, look back at this 2006 feature where Peter Molyneux and Mark Webley speak at length about how they helped create the company, and their lessons learned along the way.
Business/Marketing, Design, Programming, Production, Console/PC

Venerable Japanese dev CyberConnect 2 expands to Montreal  
by Alex Wawro [04.28.16]
Japanese game developer CyberConnect 2 (Asura's Wrath,Solatorobo: Red the Hunter) has confirmed via email this week that it plans to expand to Canada by opening a new studio in Montreal.
Business/Marketing, Console/PC

How much does it cost to go to PAX East? 1
by Richard Atlas [04.29.16]
In this post I talk about some of the benefits we got from PAX East, and break down the costs associated with going. We're from Montreal, but this can apply to anyone anywhere.
Business/Marketing, Production, Console/PC, Indie

Consequences in Games 2
by Lewis Pulsipher [04.29.16]
Party games, and to a lesser extent family games, have always been reward-based (you're rewarded for participation) rather than consequence-based (winning and losing is important, plus more), but hobby games were usually the latter. Not any more.
Design, Console/PC

Why the 'late' arrival of the NX may be a good thing 1
by Steve Bailey [04.29.16]
A successful but overdue appearance is preferable to repeating the Wii U's slender impact.
Business/Marketing, Console/PC, Smartphone/Tablet

Preparing your project for version control using SourceTree and Bitbucket  
by Elmar Talibzade [04.29.16]
At some point of game development, we all need to secure our project away from harm So today I am going to teach you how to add your existing work to a Bitbucket repo using SourceTree.
Programming, Production, Console/PC, Indie, Smartphone/Tablet

Dishonored and Tactile Interface Metaphors  
by David Friesen [04.29.16]
An applied semiotic analysis of an aspect of the UX and game design of Dishonored (Arkane Studios, 2012).
Design, Console/PC

Loot Crate — Los Angeles, California, United States
Game Producer
Loot Crate has expanded the Loot Crate experience to encompass games, digital products, augmented reality and more interactive experiences. We’re now on the hunt for an experienced game producer to lead our interactive efforts.

Sucker Punch Productions — Bellevue, Washington, United States

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

Sucker Punch Productions — Bellevue , Washington, United States
Senior-Level Concept Artist

Sucker Punch Productions — Bellevue, Washington, United States
Character Pipeline Technical Artist

Meridian Technologies — Warren, New Jersey, United States
OpenCV Developer

Lionbridge Technologies — Redmond, Washington, United States
Software Test Lead-GES15120

Lionbridge Technologies — Seattle, Washington, United States
Test Associate-GES15124

Telltale Games — San Rafael, California, United States
Cinematic Artist

Trendy Entertainment — Gainesville, Florida, United States
Programmer, Game Play