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August 9, 2020
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Deaf accessibility in video games  
by Gamasutra Community [07.21.20]
We strive for players of all backgrounds to enjoy our games, including those who are d/Deaf and hard of hearing. So how can we make our games more accessible?
Audio, Design, Production, Console/PC

Help needed: what's the real Steam reviews/sales ratio? 2
by Simon Carless [07.20.20]
So, following a successful survey for ‘Steam wishlists to first week sales’, it’s time for a (much needed) re-evaluation of the lifetime review/sales ratio on Steam. And we need your help in giving us stats! But why the re-eval, and what’s it for?
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Blog: Game composers and the importance of themes - Part 2 3
by Gamasutra Community [07.16.20]
The second instalment of a five-part article series based on game composer Winifred Phillips' presentation during the GDC 2020 online conference.
Audio, Production

Enjoy musical performances from these remarkable artists during GDC Summer  
by Staff [07.14.20]
We're just a few weeks away from GDC Summer, and today we're excited to give you a sneak peek at the musical artists (from Mega Ran to 88bit) you can expect to enjoy (live!) during the event.
Audio, Console/PC, GDC

Submit your video game artwork now for the GDC Summer Art Gallery  
by Staff [07.14.20]
Heads up, creators: Game Developers Conference organizers want to be sure you don't miss out on the opportunity to showcase some of your remarkable artwork at next month's exciting all-digital GDC Summer!
Audio, Art, Console/PC, GDC

Don't Miss: An oral ('Sporal'?) history on the development of Maxis' Spore  
by Staff [07.09.20]
Former team members look back on the triumphs and challenges in developing one of the most ambitious games of all time.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC


Business equals Respect  
by Andre Faure [07.31.20]
These days I was remembering some of the worst situations involving the consultancy-client relationship I’ve been part of. It is quite shocking the amount of crazy moments we have lived in the last 6 years and we should talk about it.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Deaf Accessibility in Video Games  
by Morgan Baker [07.20.20]
We strive for players of all backgrounds to enjoy our games, including those who are d/Deaf and hard of hearing. So how can we make our games more accessible?
Audio, Design, Production, Console/PC

Writing Music for the World of Trackmania (2 of 3)  
by Elliot Callighan [07.20.20]
The second entry on writing the music for Trackmania, the composition process, and what I remember most about writing each track.
Audio

Help needed: what's the real Steam reviews/sales ratio? 2
by Simon Carless [07.19.20]
So, following a successful survey for ‘Steam wishlists to first week sales’, it’s time for a (much needed) re-evaluation of the lifetime review/sales ratio on Steam. And we need your help in giving us stats! But why the re-eval, and what’s it f
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Games, meet Corporate Culture  
by Andre Faure [07.17.20]
The Ubisoft scandal is obviously terrifying, but definitively not surprising. What gets most people out of their comfort zone is that it pops the bubble of how we try to sell the game industry culture, as democratic, inclusive, safe. It is not.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Game Composers and the Importance of Themes: Repetition in Game Music (Pt. 2) 3
by Winifred Phillips [07.14.20]
The second installment of a five-part article series based on game composer Winifred Phillips' presentation during the GDC 2020 online conference. Session was entitled "From Assassin's Creed to The Dark Eye: The Importance of Themes."
Audio, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet


Impulse Gear, Inc. — San Francisco, California, United States
[08.08.20]
Art Director
Impulse Gear is looking for an experienced Art Director with a thorough understanding of video game development and production pipelines.

Plarium Michigan Studio LP — San Mateo, California, United States
[08.07.20]
UX Designer
Rumble Games was founded in 2011 and is located in San Mateo, California. The studio is home to a tight-knit team of professionals whose mission is to create the most engaging and fulfilling mobile game experiences on the planet. We are focused on combining the best of AAA game graphics and design with free-to play accessibility. We are passionate about collaboration and iteration to create games that will surprise and delight our players.

Playco — Tokyo, Mountain View, San Francisco, Seoul, Remote, Remote
[08.07.20]
Senior Game Engineer
100% Remote, Tokyo, Mountain View, San Francisco, Seoul

Playco — Remote, Tokyo, Mountain View, San Francisco, Seoul, Remote, Remote
[08.07.20]
Engineering Manager
100% Remote, Tokyo, Mountain View, San Francisco, Seoul

Wooga GmbH — Berlin, Germany
[08.07.20]
Unity Game Engineer
Unity Game Engineer

Disbelief — Cambridge, Massachusetts, United States
[08.06.20]
Programmer
Programmer - Cambridge, MA

Wizards of the Coast — Renton, Washington, United States
[08.06.20]
Lead Client Engineer
Lead Client Software Engineer

The Savannah College of Art & Design — Savannah, Georgia, United States
[08.06.20]
Chair of Visual Effects
Chair of Visual Effects

PuzzleNation — Remote, Remote, Remote
[08.06.20]
Senior Mobile Game Engineer


Futureplay — Helsinki, Finland
[08.06.20]
Senior Game Animator