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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

Don't Miss: How Maxis avoided sequel-itis on The Sims 2 1
by Staff [05.24.18]
The Sims 2 developers share what went right and wrong during development of the 2004 sequel to The Sims, exploring how the team struck a balance between fan expectations and innovation.
Design, Programming, Production, Console/PC

How the BattleTech devs built an engrossing tactics game on a budget  
by John Harris [05.24.18]
BattleTech game director Mike McCain and Harebrained manager Mitch Gitelman discuss the trade-offs and dev techniques that helped them ship a game that matched promises made on Kickstarter.
Production, Console/PC

Video: A practical guide to porting your indie game to consoles  
by Staff [05.23.18]
At GDC 2018 PlayEveryWare's Thomas O'Connor shines a light on the technical and administrative work that goes into getting a console game out the door.
Production, Console/PC, Indie, Video, Vault

Weekly Jobs Roundup: Rovio, Saber Interactive Spain, and more are hiring now!  
by Staff [05.23.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Design, Programming, Production, Recruitment

Crunch can put devs at odds with their own mental health, warns Blizzard dev 4
by Alissa McAloon [05.23.18]
"We have to take care of our mental health because we put a lot of a pressure on ourselves,"​ cautioned Blizzard's Thiago Klafke.
Production


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

Better Together: Automated & Manual Testing  
by Keegan Dillman [05.24.18]
A QA Tester makes a case for the unification of Automated & Manual testing.
Business/Marketing, Design, Programming, Production, Console/PC, Smartphone/Tablet

How Startups Are Keeping Innovation Alive in the Social Casino Sector  
by Daniel Kashmir [05.22.18]
All of the money being poured into the social casino space should have made it more difficult for small, independent studios to compete. Instead, these startups are thriving by finding ways to keep innovating on the genre.
Business/Marketing, Production, Indie, Social/Online, Smartphone/Tablet

Five Productivity Tips for Solo Devs 10
by Shane Neville [05.22.18]
Working solo is hard. Procrastination, distraction and lack of motivation can destroy a project. Here are five simple tips to help solo developers stay productive and finish their games.
Production, Indie

Video Game Deep Cuts: The Secret Of Harry's Binding  
by Simon Carless [05.20.18]
This week's highlights include a gigantic video on the seminal The Secret Of Monkey Island, a look at Harry Potter vs. Fortnite in the mobile arena, and the future of The Binding Of Isaac, among many others.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

11 BOSS BATTLES OF X-MORPH: DEFENSE - PART 1, THE SCORPION  
by Piotr Bomak [05.18.18]
This article is the beginning of the series in which we will describe the design and implementation of boss fights in X-Morph: Defense.
Design, Programming, Production, Art, Console/PC, Serious, Indie


Deep Silver Volition — Champaign, Illinois, United States
[05.25.18]
Senior System Designer


Cold Iron Studios — San Jose, California, United States
[05.25.18]
Associate Producer
Cold Iron is seeking an experienced Associate Producer to join us in creating a shooter set in the Alien universe for consoles and PC!

Sony PlayStation — San Mateo, California, United States
[05.25.18]
Sr. Technical Project Manager (Platform Planning & Management)
The Sr. Technical Project Manager reports into the Platform Planning & Management (PPM) department’s “Business Operations" team and is primarily focused on “Go to Market” and in-life project management, communications & operations around the launch of platform products and features These projects are typically platform initiatives which vary in scope and subject matter, ranging from incremental feature planning through to new hardware and software releases.

Stanford University — Stanford, California, United States
[05.24.18]
Database Engineer


innogames — Hamburg, Germany
[05.24.18]
Product Manager


Outfit7 (Ekipa2 d.o.o.) — Ljubljana, Slovenia
[05.23.18]
Data Scientist (Product), (Outfit7 - Ekipa2 d.o.o. subsidiary)
Did you know that our users have fed Talking Tom more virtual chiles than have ever existed on planet Earth? Find yourself wanting to solve mysteries like this one? Energized by the idea of delving into the world of big data? Then join us and help look for answers as to why our users behave the way they do. Oh, and one more thing – when we say big data, we actually mean big fun!

Telltale Games — San Rafael, California, United States
[05.22.18]
Producer


Square Enix Co., Ltd. — Tokyo, Japan
[05.22.18]
Experienced Game Developer


innogames — Hamburg, Germany
[05.22.18]
(Senior) UI Designer for a New Mobile Game


FoxNext — Playa Vista, California, United States
[05.16.18]
Executive Producer of External Development, Indie Games