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October 20, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
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Video: The development process of Klei Entertainment's Shank  
by Staff [10.19.18]
In this GDC 2011 session, Klei Entertainment's Jamie Cheng talks about the development process that gave birth to Shank, which would propel Klei onto the global game-making stage.
Design, Console/PC, Video

Weekly Jobs Roundup: Square Enix, Schell Games, and more are hiring now!  
by Staff [10.19.18]
Here are just some of the many developers looking for artists, designers, programmers, and more right now on the Gamasutra Job Board.
Design, Programming, Production, Art, Indie, Recruitment

Blog: Designing the boss battles in Shovel Knight- Part 3  
by Gamasutra Community [10.19.18]
In the third and final batch of exclusive material from David L. Craddock's 'Shovel Knight' book, the author discusses how developer Yacht Club Games designed the Tinker Knight boss battle.
Design, Production, Console/PC

Games as a service drives huge market value spike for EA, Activision  
by Chris Kerr [10.19.18]
The combined market value of U.S. publishers EA and Activision has grown by $79 billion since 2012, largely thanks to the success of the games-as-a-service model.
Business/Marketing, Design, Console/PC

We're talking to Sunless Skies writer James Chew at 3PM EDT  
by Bryant Francis [10.19.18]
Join us for a chat with one of the writers behind Sunless Skies.
Design, Console/PC, Video

XRDC Q&A: Owlchemy Labs' Andrew Eiche and Devin Reimer explore VR interactions  
by Bryant Francis [10.19.18]
Devin Reimer and Andrew Eiche of Owlchemy Labs share their thoughts on what's changed in VR interaction design.
Design


Kliuless? Gaming Industry ICYMI #8  
by Kenneth Liu [10.19.18]
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Business/Marketing, Design, Production, Console/PC, Serious, Social/Online, Smartphone/Tablet, VR

How Yacht Club Games Created Shovel Knight's Tinker Knight Boss  
by David Craddock [10.18.18]
In the third and final batch of exclusive material from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Tinker Knight boss battle.
Design, Programming, Art, Console/PC, Indie

Lessons Learned After Making Anodyne with Sean Han Tani  
by Larry&Brandon GDU [10.18.18]
Sean Han Tani is a composer, independent game developer, writer and teacher. He is best known for making Anodyne game and is currently working on the sequel, Anodyne 2. His past work includes All Our Asias- a surreal, lo-fi, 3D adventure, about identity,
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Why It's So Difficult to Talk About Crunch in Game Development  
by Josh Bycer [10.18.18]
The recent news surrounding Rockstar Studios regarding crunch frames today's talk about why the concept is always hard for developers to agree upon.
Business/Marketing, Design, Production, Console/PC, Indie

Breaking the VR Speed Barrier: Sprint Vector's Fluid Locomotion Technology  
by Lauren Irvine [10.17.18]
Never a developer to shy away from a technical challenge, Survios's second game "Sprint Vector" was created to tackle an issue persistent in VR since its inception: locomotion. So naturally the studio built a game where speedrunning is its heart and soul.
Design, Programming, Production, VR

How Yacht Club Games Created Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight Bosses  
by David Craddock [10.17.18]
In another batch of stories from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight boss battles.
Design, Programming, Art, Console/PC, Indie


Plarium Michigan Studio LP — Portage, Michigan, United States
[10.19.18]
General Game Designer
General Game Designer - Portage Michigan

Plarium Michigan Studio LP — Portage, Michigan, United States
[10.19.18]
Senior General Game Designer
Senior General Game Designer - Portage Michigan

Plarium Michigan Studio LP — Portage, Michigan, United States
[10.19.18]
Senior System Game Designer
Senior System Game Designer - Portage Michigan

Gear Inc. — Hanoi, Vietnam
[10.19.18]
[Vietnam] Senior Game Designer


Heart Machine — Culver City, California, United States
[10.18.18]
Gameplay Engineer


Deep Silver Volition — Champaign, Illinois, United States
[10.18.18]
Mid/Senior Multiplayer Programmer


University of Wisconsin- Stout — Menomonie, Wisconsin, United States
[10.17.18]
Assistant Professor / Professor of Practice: Animation


Cold Iron Studios — San Jose, California, United States
[10.16.18]
Senior World Builder
Cold Iron is seeking an experienced Sr. World Builder to join us in creating a shooter set in the Alien universe for consoles and PC! Are you excellent at designing spaces that are as pleasing to look at as they are to play through? Do you revel in bridging the gap between art and design, making the content and pacing of the game more enjoyable through layout with strong artistic sensibilities?

University of Utah — Salt Lake City , Utah, United States
[10.16.18]
Assistant/Associate/Professor (Lecturer)


Experius — Culver City, California, United States
[10.16.18]
Unreal 4 Designer/Engineer