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December 12, 2018
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Vault: The living world of The Witcher 3: The Wild Hunt  
by Staff [12.12.18]
In this GDC 2016 session, CD Projekt Red's Matthew Steinke explains how he developed a role-playing experience that would provide players with gameplay spanning the vast open world of The Witcher 3: The Wild Hunt.
Design, Console/PC, Video

Get a job: Colorado-based Jade Ember Studios is hiring a Level Designer  
by Staff [12.12.18]
Jade Ember Studios is looking for a Level Designer with 1-3 years of professional experience to join the team in creating an original action/adventure 3D title in the metroidvania genre for PC and consoles.
Design, Recruitment

Get game design tips and tricks from Dead Cells' co-creator at GDC 2019  
by Staff [12.12.18]
Motion Twin's Sebastien Benard will be at GDC to deliver a neat Design track talk about the little things (from controls to particles) that turned out to make Dead Cells a significantly better game. 
Design, Indie, GDC

Blog: How should you define XP thresholds? 4
by Gamasutra Community [12.12.18]
An increasing number of games include progression trees in their core gameplay experience, but how should you compute the values associated with each threshold?

Play these 20 unique games at GDC 2019's alt.ctrl.GDC showcase!  
by Staff [12.12.18]
One of these alternative controller games will win the alt.ctrl.GDC Award -- which includes a $3k prize plus a special trophy handmade by game maker Robin Baumgarten -- at the IGF ceremony during GDC!
Design, Console/PC, Indie

Catching up with indie studio Tomorrow Corporation
by John Harris [12.12.18]
The members of Little Inferno and Human Resources Machine dev Tomorrow Corporation helped define the indie movement of the mid-2000s. We pick their brains and see what they're up to today.
Design, Production, Console/PC, Indie, Video

The Game Designer’s Toolbox: User stories, or how to help a player get a grasp of new content  
by Anatoly Shestov [12.12.18]
An in-depth review of making user stories as one of the main game developer tools.
Design, Serious

Meaningful Play and Beyond: What Anthony Bourdain Taught Me About Making Games  
by Mars Ashton [12.12.18]
Anthony Bourdain was a Chef, Writer, Traveler and so much more. What did I learn after watching his shows and reading his books about making games? Everything I needed to know.
Design, Production, Serious, Indie

How Games take the Player through The Hero’s Journey: Part 1 – Departure  
by Caleb Compton [12.12.18]
The Hero's Journey is one of the oldest storytelling structures in history, but is still incredibly effective. This is the first part of a series in which I look at the Hero's journey and how games can take players through this experience.

Quantitative design - How to define XP thresholds? 4
by Pascal Luban [12.11.18]
Increasing number of games include progression trees in their core gameplay experience. The question is how to compute the values associated with each threshold. There exist three techniques. Let’s review them and assess their pros and cons.

Dynamic music in a hurry - creating an adaptive music system for Oshka  
by adrian tosello [12.11.18]
In Oshka, an endless Matryoshka doll stacker for iOS devices, we wanted to create a gameplay-adapting music system that matched the Russian folk aesthetic of the game. In this article I’ll describe the design process and code that makes the system tick.
Audio, Design, Programming

Making of a indie horror game  
by Arjun Sankhala [12.11.18]
Day first of making a indie horror game - downloading the assets
Design, Programming, Production, Art, Indie, Smartphone/Tablet

Deep Silver FISHLABS — Hamburg, Germany
Level Artist (m/f)

Deep Silver FISHLABS — Hamburg, Germany
Level Designer (m/f)

Deep Silver FISHLABS — Hamburg, Germany
Senior 3D Artist (m/f)

Deep Silver FISHLABS — Hamburg, Germany
Senior Animater - Games (m/f)

Jade Ember Studios — Boulder, Colorado, United States
Level Designer

Miami University — Oxford, Ohio, United States
Armstrong Assistant Professor or Lecturer in Game Development

Playful Corp — McKinney, Texas, United States
UI Designer

Toadman Interactive — Berlin, Germany
Senior Game Designer
Senior Game Designer for Hardcore Game

Deep Silver Volition — Champaign, Illinois, United States
Mid/Senior Multiplayer Programmer

The Behemoth — San Diego, California, United States
Marketing Coordinator