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May 21, 2018
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What makes a great idle animation? Devs share their favorites  
by Joel Couture [05.21.18]
From Rocket Knight Adventures to Ristar to Shantae, devs celebrate their favorite idle animations in games -- and how those little glimpses of character breathe life into virtual worlds.
Art, Console/PC, Indie, Video

Tencent acquires majority stake in Path of Exile dev Grinding Gear  
by Chris Kerr [05.21.18]
The move was announced in an FAQ on the Path of Exile forums, where Grinding Gear FAQ reassured fans it will remain an independent company following the deal. 
Business/Marketing, Console/PC

Sponsored: How one Korean studio brought its hit mobile game to VR  
by Nanali Studios [05.14.18]
Nanali Studios from Seoul, South Korea explains the process of bringing its mobile game with over 500K downloads to VR.
Business/Marketing, Design, Console/PC, Indie, Video, Sponsored Article

ESRB points devs toward IARC ratings as it looks to phase out short-form option  
by Alissa McAloon [05.18.18]
The ESRB will stop offering its ‘short form’ ratings process in the future, though the organization notes that it has no “hard date” for when the option will be fully retired.
Console/PC, Social/Online

Valve threatens to pull games now deemed 'sexually explicit' from Steam 32
by Chris Kerr [05.18.18]
Valve is taking aim at adult content on Steam, and has threatened to delist a number of games it had already approved unless they're amended to remove sexual content.
Business/Marketing, Console/PC

Far Cry 5 and Assassin's Creed Origins lead to record profit and sales for Ubisoft  
by Alissa McAloon [05.17.18]
Ubisoft exceeded its own sales projections by 92 million euros (~$108.5 million), something that helped the company achieve both record sales and profitability for the fiscal year.
Business/Marketing, Console/PC, Social/Online

'We can launch games whenever we're ready and whenever we want,' says Guillemot 4
by Alissa McAloon [05.17.18]
During a recent investor Q&A, Ubisoft CEO Yves Guillemot explained that the industry has changed in a way that allows Ubisoft to prioritize quality over quantity or even timing.
Console/PC

7 games worth studying for their excellent sound design 3
by Richard Moss [05.16.18]
From Battlefield to Her Story to That Dragon, Cancer, devs and game audio experts share the games they think do the best job of providing a rich, nuanced aural experience.
Audio, Console/PC, Indie



A Study Into Replayability -- Defining Variance  
by Josh Bycer [05.21.18]
For the final part of my look at replayability, we're going to talk about what Variance is, and how games have to be designed to be replayable.
Design Console/PC Indie Social/Online Smartphone/Tablet

Here Be Monsters: Producing Tangibly Minatory Creatures in Video Games  
by Michel Sabbagh [05.21.18]
Monsters make for daunting foes whose demeanor stands out from standard baddies, but there's more to a creature than just the level of fear they elicit. This piece by Michel Sabbagh details the art behind making beasts and harnessing their true potential.
Design Console/PC Indie

The Esoteric Design of Fighting Games  
by Maurice Edwards [05.21.18]
The average traditional 2D fighting game has usability problems most modern games try to avoid. To help newcomers learn the genre, fighting game developers need to acknowledge the issues and the attempted solutions and work towards a new genre status quo.
Design Console/PC 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


Giant Enemy Crab — Seattle, Washington, United States
[05.21.18]
Level Designer
We're looking for a level designer to work on our upcoming tactical FPS Due Process. This position is onsite and will require you to be local to Seattle. This is a paid position and relocation assistance is possible. Due Process is an adversarial SWAT shooter that delivers on planning and coordination. Each round, two teams of five confront each other in an attack/defend mission on a procedurally-generated level. Before action, each team draws out a plan of attack or defense using SWAT equipment such as breaching charges, flashbangs, ballistic shields, and night vision goggles.

Telltale Games — San Rafael, California, United States
[05.21.18]
Senior Character Concept Artist


Telltale Games — San Rafael, California, United States
[05.21.18]
Senior Character Concept Artist


Telltale Games — San Rafael, California, United States
[05.21.18]
Senior Animator


Telltale Games — San Rafael, California, United States
[05.21.18]
Texture Artist


Telltale Games — San Rafael, California, United States
[05.21.18]
UI Designer


Telltale Games — San Rafael, California, United States
[05.21.18]
VFX Artist


Remedy Entertainment — Espoo, Finland
[05.21.18]
Lead Animator


Remedy Entertainment — Espoo, Finland
[05.21.18]
Lighting Artist


Remedy Entertainment — Espoo, Finland
[05.20.18]
VFX Artist