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October 17, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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Video: Creating the flooding effects in Uncharted 3  
by Staff [10.17.18]
In this GDC 2012 talk, Naughty Dog's Eben Cook breaks down of one the flood effects used in Uncharted 3, discussing how a fluid simulation was used to inspire the final look.
Design, Console/PC, Video

The uphill battle of getting Katamari Damacy noticed by Namco 1
by Emma Kidwell [10.17.18]
In an excerpt from the upcoming book Katamari Damacy, Keita Takahashi discussed the uphill battle of trying to get his pitch accepted at Namco.
Design, Console/PC

Don't Miss: Designing Dream Daddy's character creator to deepen engagement 2
by Staff [10.17.18]
"It was really important to us throughout the entirety of development of this game that we made something that felt inclusive to as many people as possible."
Design, Console/PC, Indie

Rockstar debacle prompts devs to spotlight their crunch-free games  
by Chris Kerr [10.17.18]
One particularly interesting response to the Rockstar debacle came from Vlambeer co-founder Jan Willem Nijman, who implored his fellow devs to spotlight their crunch-free projects.
Business/Marketing, Design, Production

GDC 2019 is now open for registration!  
by Staff [10.17.18]
Now's the time to register for GDC 2019! You'll want to look at pass options and register early to get the best price. Plus, some passes have limited quantities so if you’re interested, don't wait!
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

XRDC speaker Q&A: Thomas Jon Caruso on the power of VR therapy  
by Bryant Francis [10.17.18]
Thomas Jon Caruso discusses how medical VR is helping kids at Stanford's Lucile Packard Children's Hospital and his upcoming XRDC session.
Design


Breaking the VR Speed Barrier: Sprint Vector's Fluid Locomotion Technology  
by Lauren Irvine [10.17.18]
Never a developer to shy away from a technical challenge, Survios's second game "Sprint Vector" was created to tackle an issue persistent in VR since its inception: locomotion. So naturally the studio built a game where speedrunning is its heart and soul.
Design, Programming, Production, VR

How Yacht Club Games Created Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight Bosses  
by David Craddock [10.17.18]
In another batch of stories from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight boss battles.
Design, Programming, Art, Console/PC, Indie

Metaspoilers and how they can influence the player experience.  
by Bruno Freitas [10.17.18]
In this post I will talk about metaspoiler, a term I create to talk about spoilers that transcends the original media and will analyze some examples.
Design

How Yacht Club Games Created Shovel Knight's Baz, Mole Knight, and King Knight Bosses  
by David Craddock [10.16.18]
In exclusive material from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Baz, King Knight, and Mole Knight boss battles.
Design, Programming, Art, Console/PC, Indie

How to build worlds and tell stories in VR  
by Michela Rimensberger [10.16.18]
This entry summarizes my presentation held at the Forward Festival this June about worldbuilding and Storytelling in VR. I used the dwarven Stonebeard family from our fantasy universe, to explain our approach of the 4WH's.
Design, Art, Indie, VR

The Importance of Localization  
by Antti Kananen [10.15.18]
Translation is a very important step when making a game, but it’s not enough to just translate the words from one language to another. Read more about what guest bloggers in our blog at Koukoi Games wrote about the topic.
Business/Marketing, Design, Production, Console/PC, Smartphone/Tablet


Schell Games — Pittsburgh, Pennsylvania, United States
[10.17.18]
Senior Designer


University of Wisconsin- Stout — Menomonie, Wisconsin, United States
[10.17.18]
Professor of Practice/Assistant Professor: Animation


Cold Iron Studios — San Jose, California, United States
[10.16.18]
Senior World Builder
Cold Iron is seeking an experienced Sr. World Builder to join us in creating a shooter set in the Alien universe for consoles and PC! Are you excellent at designing spaces that are as pleasing to look at as they are to play through? Do you revel in bridging the gap between art and design, making the content and pacing of the game more enjoyable through layout with strong artistic sensibilities?

University of Utah — Salt Lake City , Utah, United States
[10.16.18]
Assistant/Associate/Professor (Lecturer)


Experius — Culver City, California, United States
[10.16.18]
Unreal 4 Designer/Engineer


Deep Silver Volition — Champaign, Illinois, United States
[10.15.18]
Studio Design Director


Phosphor Games Studio — Chicago, Illinois, United States
[10.15.18]
Junior System Designer


Autodesk — Los Angeles, California, United States
[10.15.18]
Media & Entertainment Customer Success Manager


Digital Extremes Ltd. — London, Ontario, Canada
[10.15.18]
Senior Lighting Artist


Remedy Entertainment — Espoo, Finland
[10.15.18]
Gameplay Designer