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December 13, 2018
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Best of 2018: A Classic Tools Retrospective on the first version of the Unreal Editor 10
by David Lightbown [12.12.18]
Epic founder Tim Sweeney talks to David Lightbown about UnrealEd, one of the most popular level editors in the game industry, used to build levels for Unreal, Deus Ex, Gears of War, BioShock and more.
Programming, Console/PC

Get a job: Avakin Life dev Lockwood Publishing is hiring a Backend Engineer  
by Staff [12.11.18]
Nottingham-based Lockwood Publishing is looking for a backend coder with experience in golang, python or java to help develop the backend of Avakin Life.
Programming, Recruitment

Blog: How Tom Clancy's The Division manages AI online  
by Gamasutra Community [12.11.18]
In the second part of my series on The Division, I explain how the online systems manage the AI characters in-game.
Design, Programming, Console/PC

UBM India announces the premiere edition of Game Development and Design Conference
by UBM India [12.11.18]
UBM India has announced the premiere edition of Game Development and Design Conference (GDDC) slated for February 21st-22nd 2019 in Pune.
Audio, Business/Marketing, Design, Programming, Production, Art

How to get started with game programming
by Ben Wasser [12.11.18]
This post digs into the rather unconventional approach to learning to code that worked for us (and might even work for you?).
Programming, Production, Console/PC

Get a job: The team at Hi-Rez Studios is hiring a Lead Gameplay Programmer  
by Staff [12.10.18]
Hi-Rez Studios is immediately hiring an experienced Lead Programmer to work at its studio in Alpharetta, Georgia on Paladins.
Programming, Recruitment


Taking State Transitions in Vulkan and Direct3D12 under Control: a Diligent Approach  
by Egor Yusov [12.11.18]
This article introduces the problem of resource state management and synchronization in modern graphics APIs such as Direct3D12 and Vulkan and describes a solution offered by Diligent Engine.
Programming, Console/PC, Smartphone/Tablet

Dynamic music in a hurry - creating an adaptive music system for Oshka  
by adrian tosello [12.11.18]
In Oshka, an endless Matryoshka doll stacker for iOS devices, we wanted to create a gameplay-adapting music system that matched the Russian folk aesthetic of the game. In this article I’ll describe the design process and code that makes the system tick.
Audio, Design, Programming

Making of a indie horror game  
by Arjun Sankhala [12.11.18]
Day first of making a indie horror game - downloading the assets
Design, Programming, Production, Art, Indie, Smartphone/Tablet

Desert Child: How I Faked Everything and Hopefully Got Away with It - A Tragedy in 3(D) Acts  
by GameMaker Studio [12.11.18]
Oscar Brittain and Akupara Games are releasing Desert Child on Switch, Xbox, PlayStation 4, and Steam December 11! Oscar hit us with the following tech blog on how he 'faked' his striking 3D look in the game.
Design, Programming, Indie

How Tom Clancy's The Division Manages AI Online  
by Tommy Thompson [12.10.18]
In part 2 of my series on The Division, I explain how the online systems manage the AI characters in-game.
Design, Programming, Console/PC

A Team-Oriented Approval Process  
by Timothy Ryan [12.10.18]
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities. This can be tackled with a team-oriented approval process.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Smartphone/Tablet


Sony PlayStation — San Mateo, California, United States
[12.12.18]
Sr. Technical Program Manager - PlayStation
The Sr. Technical Program Manager reports into the Platform Planning & Management (PPM) department’s Business Operations team and is primarily focused on “Go to Market” and in-life project management, communications & operations around the launch of platform products and features. These projects are typically platform initiatives which vary in scope and subject matter, ranging from incremental feature planning through to new hardware and software releases. The PPM team works with a broad set of internal and external teams including global counterparts responsible for all aspects of product planning and development in the PlayStation family. As such, the ideal candidate has direct experience of platform planning and/or managing projects in a global digital media entertainment environment (gaming experience/interest strongly desired).

Industry Games — Gilbert, Arizona, United States
[12.12.18]
Sr Programmer


Deep Silver FISHLABS — Hamburg, Germany
[12.12.18]
Senior Animater - Games (m/f)


Miami University — Oxford, Ohio, United States
[12.11.18]
Armstrong Assistant Professor or Lecturer in Game Development


Game Changer — Remote Work From Anywhere, Kansas, United States
[12.11.18]
Mobile Game Programmer


Lockwood Publishing — Nottingham, England, United Kingdom
[12.11.18]
GO Backend engineer
GO backend engineer

Ubiquity6 — San Francisco, California, United States
[12.10.18]
Augmented Reality Prototyper
We are looking for a developer with experience rapidly building games or other complex experiences in Unity, Unreal or Javascript. 3D experience is strongly preferred.

Soulbound Studios — Bellevue, Washington, United States
[12.10.18]
Gameplay Programmer


Deep Silver Volition — Champaign, Illinois, United States
[12.10.18]
Mid/Senior Multiplayer Programmer


Take-Two Interactive — Westwood, MA, Massachusetts, United States
[12.10.18]
Senior Gameplay Systems Designer