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September 19, 2017
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Postmortem: Pinball-RPG hybrid Rollers of the Realm 6
by Sean Thompson, Tony Walsh, Ericka Evans, David Evans [12.31.14]
What happens when an indie studio pulls in triple-A talent to make a game with a really weird twist? This postmortem covers the development of pinball/RPG hybrid Rollers of the Realm.
Design, Postmortem, Console/PC, Indie

Best of 2014: Gamasutra's Top Games of the Year 10
by Christian Nutt, Brandon Sheffield, Kris Graft, Alex Wawro, Leigh Alexander, Phill Cameron [12.22.14]
Making a definitive "best of" is impossible, thanks to the diversity of games out there. But Gamasutra's small staff, naturally, played a whole lot of games this year, and we all have strong opinions about the ones we loved.
Design, Console/PC, Smartphone/Tablet, Mobile Games

Q&A: New AAA studio from 2K Games all about players' stories 8
by Christian Nutt [12.04.14]
Today, 2K Games announced the formation of a new internal studio, Hangar 13, lead up by Haden Blackman. This brand new interview delves into how he hopes to push the boundaries of triple-A game development.
Design, Interview, Console/PC

Rebooting the world's first MMORPG: A Habitat story 2
by Chris Barylick [10.06.14]
Recently, the original creators of the world's first massively multiplayer online role-playing game got together with other game developers to bring a history to the present.
Design, Social/Online, History

Game Design Deep Dive: Amnesia's 'Sanity Meter' 18
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.

Oculus Rift SDK introduces suite of VR audio tools  
by Alissa McAloon [09.19.17]
Oculus has introduced a handful of new features to its Rift SDK that all seek to give game developers the ability to create immersive VR experiences through quality, spatialized audio.
Audio, Design, Video

Don't Miss: How Final Fantasy IX and other Final Fantasy games influence modern devs 4
by Staff [09.19.17]
Final Fantasy was the first game that really made you feel something for characters, and feel that the game world meant something," says Andrew Allanson, whose YIIK was inspired by the franchise.
Design, Art, Console/PC

The GDC 2018 Mobile Summit seeks your great talk submissions!  
by Staff [09.19.17]
Heads up: organizers are still accepting pitches for Summit sessions at Game Developers Conference 2018, which is coming back to the Moscone Center in San Francisco March 19-23, 2018!
Audio, Business/Marketing, Design, Programming, Production, Art, Smartphone/Tablet, GDC

Dissecting Design -- Why Idle Games are so Addicting  
by Josh Bycer [09.19.17]
Josh Bycer of Game-Wisdom takes a look into the Idle/Clicker Genre to explain how these games manage to hook people despite having little gameplay.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Game Design Inspirations: Fortnite's Battle Royale Pivot  
by Paul Gadi [09.19.17]
For a game that at its core is a cooperative sandbox game, Fortnite's Battle Royale pivot is refreshing and commendable.
Design, Console/PC

Super Sketch Sisters Melee: Designing for 2D VS Designing for a 3D VR Space  
by Meredith Hall [09.19.17]
There is a pretty big jump between creating work for a 2D composition for a once-off design brief & creating work for virtual reality. This time your audience can literally engage with your work on a previously inconceivable level.
Design, Art, Serious, Indie, VR

Prototyping a Dynamic Camera System  
by Samantha Stahlke [09.19.17]
A brief overview of our prototyping process for creating a dynamic camera in Unity supporting player control, camera physics, and cutscene animation.
Design, Programming, Console/PC, Indie

Toward a Grammar of Multiplayer Gametypes 2
by Doug Zartman [09.18.17]
Multiplayer videogames which model human players in a 3D space use the same elements as real-world sports and playground games. Can we define a grammar that helps us analyze and compare all of these types of games? Here's one possible scheme.

Sanzaru Games Inc. — Foster City, California, United States
Environment Artist
Sanzaru Games is looking for a visionary World and Environment Artist to join our cutting edge, experienced development team in crafting visually stunning and immersive worlds. We are interested in all levels of experience, from junior to senior artists.

Skydance Interactive — Marina Del Rey, California, United States
Narrative Designer
Narrative Designer

Infinity Ward / Activision — woodland hills, California, United States
Senior Visual Effects Artist
You will use our in-house particle editor to author high quality, photo-real particle effects (fire, smoke, explosions, debris, clouds, etc.) that meet all technical and aesthetic standards for the project and implement them into our game engine.

Pixelberry Studios — Mountain View, California, United States
Senior Game Writer

Crystal Dynamics — Redwood City, California, United States
Executive Producer

Heart Machine — Los Angeles, California, United States
Environment Artist

Respawn Entertainment — Chatsworth, California, United States
Senior Character Artist
We're looking for an experienced and knowledgeable Senior Character Artist who will embrace our philosophy and share his/her hard earned expertise to create an incredible experience for our players. We're picturing someone who has a knack for bringing heroes and villains to life through their 3D artistry. The ideal candidate for this position has a strong grasp of organic subject matter and can nail realistic, high quality models and textures for everything from compelling human faces to costumes and gear. If this sounds like you, we're looking forward to seeing your resume!

Respawn Entertainment — Los Angeles, California, United States
Senior Technical Animator
Our motto is fun game-play first, and weÂ’re looking for a highly skilled Senior Technical Animator who will embrace our philosophy and share his/her hard earned expertise to provide support to the Titanfall animation and art teams. The Senior Technical Animator will be responsible for helping to maintain an efficient pipeline, building tools in Maya, and working closely with the Animation and Art Departments. If this sounds like you, we're looking forward to seeing your resume!

Respawn Entertainment — CHATSWORTH, California, United States
Combat/Systems Designer
Respawn is seeking a Combat/Systems Designer to work on a new 3rd person, action-adventure Star Wars TM game. You will contribute to the project vision, specifically in the areas of hero control/mechanics, enemy design, AI behaviors, combat/weapons, class design, skills/progression, story, and boss encounters.

Respawn Entertainment — CHATSWORTH, California, United States
Camera Systems Designer
Respawn is looking for a Camera Systems Designer to contribute to a new 3rd person, action-adventure Star Wars TM game. The Camera Designer will design and oversee all elements of runtime camera systems. This is a rare opportunity to contribute to a beloved franchise with a talented and seasoned team.