Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 22, 2019
arrowPress Releases








If you enjoy reading this site, you might also want to check out these UBM Tech sites:



Don't Miss: Maintaining tension in Nex Machina 1
by Staff [04.22.19]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the "knife's edge"." - Henri Mustonen, Senior Level Designer at Housemarque.
Design, Programming, Production, Console/PC, Indie

Behind Dawn of Man's style of 'ant colony' city-building 2
by John Harris [04.22.19]
Dawn of Man sped to the top of the Steam charts last month with its compelling style of simulation and city building. We got with Martiño Figueroa of developer Madruga Works to find out more about the game's development and design.
Design, Production, Console/PC, Indie

Video Game Deep Cuts: The Panzer At Heaven's Vault  
by Gamasutra Staff [04.21.19]
This week's roundup includes a Panzer Dragoon series classic postmortem, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games & the return of D&D.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Get a job: Insomniac Games, Deep Silver Volition, and more are hiring now!  
by Staff [04.19.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Production, Art, Recruitment

Video: Procedurally creating Manhattan for Marvel's Spider-Man  
by Staff [04.18.19]
At GDC 2019 Insomniac's David Santiago shares a behind-the-scenes look at the open world pipeline of Marvel's Spider-Man and how it was architected to procedurally author an open-world Manhattan.
Programming, Production, Console/PC, Video, Vault

Freshly founded All-in Games set to publish Daymare: 1998, Paradise Lost  
by Alissa McAloon [04.18.19]
The new Poland-based company has lined up publishing deals for 16 games since opening its doors and is actively looking for more devs to sign.
Production


Kliuless #32: Battle Royale Bans Spread  
by Kenneth Liu [04.22.19]
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. 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

Postmortem: Skirmish Line 1
by Tony Hua [04.21.19]
Roughly 3 years in the making, Skirmish Line was a first project, indie "success" story. Here's what I've learned making my first game, and how new and old indies can get some pointers for their own projects.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Video Game Deep Cuts: The Panzer At Heaven's Vault  
by Simon Carless [04.21.19]
This week's roundup includes a classic postmortem of Sega's seminal Panzer Dragoon series, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games, the return of D&D, and much more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

How to publish mobile game, and avoid making my mistakes  
by Eugene Litvynov [04.19.19]
Hey game devs, I would like to share my story of a game launch. I would like to tell about traps, lie in wait for indie-developer while he works with publisher.
Business/Marketing, Production, Indie, Smartphone/Tablet

Video game music composer gives lecture at the Library of Congress 2
by Winifred Phillips [04.17.19]
On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress, as part of their first-ever video game music event. This article includes a partial transcript of the lecture's Q&A session.
Audio, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR

The Importance of Being Refreshed: Why game jams can be a necessary distraction 2
by Patric Fallon [04.16.19]
Six months ago, my tiny indie studio failed our first attempt at crowdfunding a game. Without the inspiration that came from entering game jams, we may have never tried again.
Design, Production, Indie


DigiPen Institute of Technology — Redmond, Washington, United States
[04.19.19]
Assistant Profesor
3D Animator: Full-time Digital Art and Animation Faculty Position DigiPen Institute of Technology, Redmond, WA campus

DigiPen Institute of Technology — Redmond, Washington, United States
[04.19.19]
Assistant Profesor
Game Art Production Artist: Full-time Digital Art and Animation Faculty position DigiPen Institute of Technology, Redmond, WA campus

Remedy Entertainment — Espoo, Finland
[04.19.19]
Technical Producer


Embodied Inc. — Pasadena, California, United States
[04.18.19]
Lead Quality Assurance Tester


Deep Silver Volition — Champaign, Illinois, United States
[04.17.19]
Senior Producer


tinyBuild LLC — Bellevue, Washington, United States
[04.17.19]
Game Producer
Game Producer in tinyBuild's publishing division in Downtown Bellevue

Square Enix Co., Ltd. — Tokyo, Japan
[04.15.19]
Experienced Game Developer


Krillbite Studio — Oslo, Norway
[04.12.19]
Producer