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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

Adding and computing online skill rankings for Inversus Deluxe  
by Gamasutra Community [05.18.18]
Game dev Ryan Juckett offers a fascinating deep dive the online skill ranking system of Inversus Deluxe, covering everything from the low-level math up to the user presentation.
Design, Programming, Indie, Social/Online

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

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

Video Game Deep Cuts: The Secret Of Harry's Binding  
by Gamasutra Staff [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

Weekly Jobs Roundup: FoxNext, Telltale, and more are hiring now!  
by Staff [05.17.18]
From QA and community management to programming and VFX work, here are just some of the jobs currently taking accepting applications on the Gamasutra Job Board
Business/Marketing, Programming, Production, Art, Console/PC, Indie

Don't Miss: More dirty coding tricks from game developers 7
by Staff [05.15.18]
This 2010 feature from Game Developer Magazine revisits the mighty kludges and well-meaning hacks that are sometimes required to get our games out the door on time.
Design, Programming, Production, Indie

Devs share the most memorable things they've had to cut from games 3
by Alan Bradley [05.15.18]
Sometimes the things you have to kill stay with you, as we discover in talking with devs on everything from Wizardry to Prototype to Shadowrun about their most memorable cut content and features.
Design, Production, 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

Drawing Inspiration from a Global Community of Game Developers  
by Ryan Sumo [05.21.18]
I've soured on game conventions as a good means of marketing, but found something else that will keep me going.

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

Behind closed doors.. A guide to dwarven door mechanics  
by Michela Rimensberger [05.21.18]
This blog post illuminates how to be realistic in creating environments and mechanics in a fantasy setting. The example uses the mechanics for a dwarven door to illustrate the process of developing rules and properties.
Design Indie

Oath: A Verizon Company — Seattle, Washington, United States
Principal Engineer, HTML5 Games

Oath: A Verizon Company — Seattle, Washington, United States
Manager of Engineering, Full Stack

Zwift — Long Beach, California, United States
Community Forum Moderator
We’re looking for a passionate, upbeat community moderator to be the front-line voice of Zwift to grow our online forum. Ideal candidates will have keen sense of empathy and customer first attitude. You’ll have superb communication skills with an ability to break down and explain technical concepts in plain English.

Zwift — Long Beach, California, United States
3D Game Artist
Zwift is looking for generalist 3D Game Artist who will enjoy working on a variety of art tasks: 3D world sculpting, road placement, prop & set piece building/texturing /placement, creating jerseys, bicycles and components based on the real-world designs (supplied by our partners) and our own original designs.

Tilting Point — New York, New York, United States
Game Manager

Tonk Tonk Games — Los Angeles, California, United States
Project Manager