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May 26, 2018
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Former Dragon Age director reflects on the ups and downs of development  
by Emma Kidwell [05.25.18]
In an interview published by Eurogamer earlier today, former BioWare director Mike Laidlaw discusses his personal achievements and failures while working on the Dragon Age series.
Design, Console/PC

Don't Miss: The disconnect between game designers and consumers 11
by Staff [05.25.18]
This blog post by Josh Bycer presents an interesting question: How much should consumers know about making games?
Design, Production

Get a job: Join PlayQ as a UI/UX Designer  
by Staff [05.25.18]
PlayQ is looking for a dev to be responsible for working directly with the product, design, and art teams to craft delightfully intuitive user experiences and design beautiful UI.
Design, Art, Recruitment

We're talking to the developer of Moonlighter at 3PM EDT on Twitch  
by Bryant Francis [05.25.18]
We're streaming Digital Sun's Moonlighter starting at 3PM EST and talking to the game's lead developer.
Design, Console/PC, Video

Designing highly replayable stealth levels for Payday 2  
by Gamasutra Community [05.25.18]
Jason Mojica, former level designer Payday 2, explains how his team built highly-replayable stealth levels for the popular online first-person shooter.
Design, Console/PC

Blog: Translating a game from Unity to Bitsy  
by Gamasutra Community [05.25.18]
Developer Pippin Barr writes about the process of development and specific insights into translating a game between radically different game engines.
Design, Indie

Everything Is Authored  
by Gregory Pellechi [05.25.18]
Procedural generation is great at short scenes. But it takes a storyteller to create a compelling narrative that runs throughout an entire game. And it's stories we remember - not graphics, mechanics or systems.
Design, Console/PC, Indie

Designing Highly Replayable Stealth Levels for Payday 2  
by Jason Mojica [05.25.18]
This post is about how we built highly replayable stealth levels for Payday 2 and the ways we utilized randomization to keep things fresh each playthrough.
Design, Production

Gaming Cultural Atonement  
by Stephen Schafer [05.24.18]
The concept behind the development of a Psychecology game (PEG) prototype is that authentic game-play based on the most current cognitive research and the principles of dream analysis identified by Carl Jung can promote individual and collective psycholog
Design, Indie, VR

b r 1: Notes on Translating from Unity to Bitsy  
by Pippin Barr [05.24.18]
In this essay I write about the creation of b r 1 (Bitsy Reality 1), a Bitsy remake of v r 1, a Unity game. I write about the process of development and specific insights into translating a game between radically different game engines.
Design, Programming, Art, Indie

Developing a procedural dialogue system for Tech Support: Error Unknown 2
by Kevin Giguere [05.24.18]
Tech Support uses procedurally generated conversations to make dialogue flow naturally between the 200+ customers a player encounters over the course of the game, and adding variance to make every chat feel unique.
Design, Programming, Console/PC

God Games: Impostors in the Pantheon  
by Troy Bird [05.24.18]
A good ‘god game’ will balance the influence the player has with the characters onscreen, not too separated that the player feels like they have absolutely no control, but enough that it doesn’t become 'The Sims' where the player can control everything.
Design, Console/PC

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

Wargaming Seattle — Redmond, Washington, United States
Design Director
Design Director

Cold Iron Studios — San Jose, California, United States
Senior Content Designer

Cold Iron Studios — San Jose, California, United States
Senior Systems Designer

Tilting Point — New York, New York, United States
Senior Design Specialist

Cryptic Studios — Los Gatos, California, United States
Game Designer, Systems

Outfit7 (Ekipa2 d.o.o.) — Ljubljana, Slovenia
Senior VFX Artist (Outfit7 - Ekipa2 d.o.o. subsidiary)
As a visual effects artist, there’s nothing you can’t do. You know how to lead and inspire a team of other VFX artists. You can use particle systems (from explosions to flares), dazzle the world with animated sequences, and work your magic with advanced materials. Right now, there’s just one thing between you and greatness – an application.

ZeniMax Online Studios — Hunt Valley, Maryland, United States
Monetization Designer

Insomniac Games — Burbank, California, United States
Director of Design
Insomniac Games is searching for a Director of Design

Stanford University — Stanford, California, United States
Software Developer 1