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June 24, 2018
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  • Editor-In-Chief:
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  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Video: Procedurally generating history in Caves of Qud  
by Staff [06.22.18]
In this GDC 2018 talk, Freehold Games' Jason Grinblat goes over the approach he used to generate histories for Caves of Qud.
Design, Console/PC, Video

Get a job: Rabbit is hiring a Lead Game Designer  
by Alissa McAloon [06.22.18]
Rabbit is looking for a Lead Game Designer with proven experience with game systems, economy, and gameplay balancing to help make its social trivia mashup a reality.
Design, Recruitment

Don't Miss: Sonic the Hedgehog co-creator's philosophy of game design 20
by Brandon Sheffield [06.22.18]
Today is the 27th anniversary of the first Sonic the Hedgehog game, and you should mark the occasion by reading this classic interview with co-creator Hirokazu Yasuhara.
Design, Console/PC

Radiating outward to meet the wilderness: Avery Alder on her games  
by Katherine Cross [06.22.18]
Tabletop RPG developer Avery Alder analyzes her latest game through the lens of her past work, exploring themes of collaboration, conversational storytelling, and approachability along the way.
Design, Indie, Social/Online

Good and bad at all times: Adriel Wallick on jamming for a year  
by Katherine Cross [06.22.18]
"The most immediate and quick lesson I learned is this: every game idea is too big. You need to pare down ideas to the smallest level." 
Design, Programming, Production

Blog: Imbuing video games with a potent atmosphere  
by Gamasutra Community [06.22.18]
Atmosphere can elevate an already attractive environment to new heights when elegantly conceived and conveyed. Its ethereal nature, however, means it's not clear-cut from a development standpoint.
Design


Video games, you are killing me  
by Eric Lagel [06.22.18]
A reaction to the latest E3 trailers and the place of the act of killing in our medium
Business/Marketing, Design

Hail to the King: Amulets and Checkmates and Chogue, oh my!  
by Pippin Barr [06.22.18]
In this short essay, Pippin explains how he and Jonathan Lessard figured out an ending to their Rogue/chess hybrid Chogue, providing an in depth example of their approach to hybridisation in game design.
Design, Indie

How To Report Bugs  
by Leszek Gorniak [06.22.18]
Handling bugs in a proper way is essential for game quality. In this post I'll present a clear and effective method to report bugs.
Design, Programming, Production

Make A Model  
by Gregory Pellechi [06.22.18]
Writing a video game shares some similarities to writing for TV or film, but there's a lot more to take into account. That's why you need to make a model for your team to understand how to utilize everything you've written. Or it won't be in the game.
Design, Production, Console/PC, Indie

Card Games: A Simple Design is a Good Design  
by Nicholas Kinstler [06.22.18]
New designers often create needlessly complicated and clunky designs, but the truth is that simple designs are good designs. Nick Kinstler outlines the nature of this problem and offers some tips for new designers who struggle with complexity.
Design

Board Game Accessibility Seminar at UKGE2018  
by Michael Heron [06.21.18]
In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important for all of us.
Business/Marketing, Design, Production, Serious


Deep Silver Volition — Champaign, Illinois, United States
[06.22.18]
Senior System Designer


Digital Extremes — London, Ontario, Canada
[06.22.18]
Senior Lighting Artist


Rabbit — San Mateo, California, United States
[06.22.18]
LEAD GAME DESIGNER - CONTRACT
LEAD GAME DESIGNER - CONTRACT

innogames — Hamburg, Germany
[06.21.18]
(Senior) UI Designer for a New Mobile Game


Skydance Interactive — Marina Del Rey, California, United States
[06.19.18]
Systems Designer
Skydance Interactive is seeking a skilled and enthusiastic Systems Designer to work on The Walking Dead VR title

Sucker Punch Productions — Bellevue, Washington, United States
[06.19.18]
Narrative Writer


Sucker Punch Productions — Bellevue, Washington, United States
[06.19.18]
Environment Artist


Scientific Games — Las Vegas, Nevada, United States
[06.19.18]
Animator/Graphic Artist III


Embodied, Inc. — Pasadena, California, United States
[06.19.18]
Game Designer


Embodied, Inc. — Pasadena , California, United States
[06.19.18]
Senior Game Engineer