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February 14, 2018
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Video: Storytelling strategies that will get players to care  
by Emma Kidwell [02.14.18]
In this 2014 GDC session, Pixelberry Studios' Kara Loo and Royal McGraw explain High School Story's combination of using drama, romance, comedy and cliffhangers to drive user engagement and retention.
Design, Smartphone/Tablet, Video

Don't Miss: I'd Ship It—Ladykiller in a Bind's use of BDSM 2
by Staff [02.14.18]
The title of Christine Love's Ladykiller in a Bind helpfully serves as the game’s comical premise, sex is front and center, particularly the much-derided but little-understood subculture of BDSM.
Design, Console/PC, Indie

Director Yoko Taro to discuss the making of Nier: Automata at GDC 2018  
by Staff [02.14.18]
His talk with PlatinumGames' Takahisa Taura, "A Fun Time in Which Some No-Good Game Developers May or May Not Discuss 'How we made NieR:Automata'", promises to be fascinating and/or entertaining. 
Design, Production, Art, Console/PC, Indie, GDC

Enjoy this Valentine's Day-themed look at a few great GDC 2018 talks!  
by Staff [02.14.18]
Don't miss these great talks taking place at GDC 2018 next month which tackle the tricky topics of how to handle love, lust, and friendship in the games you make.
Design, Console/PC, Indie, GDC

Blog: Analyzing the AI behind Total War - Part 2  
by Gamasutra Community [02.14.18]
In the third part of my series on Total War, I look at the campaign AI in the 2013 release Total War: Rome II.
Design, Programming

How Fourattic captured the '80s with Crossing Souls' art design  
by Jack Yarwood [02.14.18]
Spanish studio Fourattic released its '80s love letter of a game Crossing Souls this week, and here Gamasutra chats with the lead animator and artist about how the game's unique look was achieved.
Design, Art, Indie, Video


Arts vs. Entertainment: Is "Art" in Gaming Dying?  
by Andrew Heikkila [02.14.18]
I think people play video games and invest in their experiences for two primary reasons: their artistic narrative and their ability to provide competitive entertainment. Unfortunately, I believe that the former is going by the wayside.
Design, Production, Art, Console/PC, Indie, Social/Online

2017 Wasn’t VR’s Year, but Spielberg Film Reignites Gaming Movement for 2018  
by Mark Poole [02.14.18]
We had lofty dreams for virtual reality gaming, and unfortunately, in 2017 we did not see any of those dreams come true. The Oculus release prompted a long period of buzz and left consumers with a burning curiosity for what could follow.
Design, Programming, Production, VR

3D engine entirely made of MS Excel formulae : Enjoy this Doom.xls file ! 4
by C Bel [02.13.18]
A 3D engine on MS Excel, using only excel formula. This engine is applied on a complete - yet basic - doom-like game. Rendering is made through ray casting, pixel per pixel. The exercice intend to demonstrate what can be done with formula only.
Design, Programming, Indie

My favorite game designs of 2017 2
by Raph Koster [02.13.18]
Taking a look at the most interesting design elements in games in 2017.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

At What Point Does Difficulty Level Become Cheap 1
by Dan Hastings [02.13.18]
Getting the balance right when setting a game difficulty can be something that makes or breaks a game. Regardless of how easy or hard a game is, there is one thing it should never be and that is cheap
Design, Programming

Video Game Deep Cuts: Outsourcing My Death Anxiety  
by Simon Carless [02.12.18]
This week's highlights include a great longform piece on game asset outsourcing, the creator of A Mortician's Tale on overcoming her death anxiety, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR


Infinity Ward / Activision — Woodland Hills, California, United States
[02.14.18]
Senior Rendering Engineer
Infinity Ward is looking for a Senior Rendering Engineer to work on our visual effects and particle rendering code. In this role, you will own the run-time particle rendering and simulation code, contribute to the technical vision and architecture for the visual effects system, improve and maintain the visual effects authoring tool, and work with the visual effects content team to identify and implement code feature requests.

Nexon OC Studio — Irvine, California, United States
[02.13.18]
Game Director


Telltale Games — San Rafael, California, United States
[02.13.18]
Gameplay Designer


Skydance Interactive — Marina Del Rey, California, United States
[02.13.18]
Sr. Systems Designer
Skydance Interactive is seeking a skilled and enthusiastic Sr. Systems Designer to work on our unannounced VR title.

Infinity Ward / Activision — Woodland Hills, California, United States
[02.13.18]
Senior Environment Artist
Infinity Ward is looking for a talented Senior Environment Artist. This person will be responsible for the construction of run-time game environments and should have experience in modeling, texturing, and lighting of a scene.

Infinity Ward / Activision — Woodland Hills, California, United States
[02.13.18]
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.

Infinity Ward / Activision — Woodland Hills, California, United States
[02.13.18]
Senior Lighting Artist
Infinity Ward, developer of numerous award winning games, is seeking a Senior Lighting Artist, preferably with experience in game development and an interest in working with next-generation technologies. If you are a Senior Lighting Artist and have experience shipping AAA titles with visually stunning lighting aesthetics, then we are looking for you!

Plarium Michigan Studio LP — Portage, Michigan, United States
[02.12.18]
Senior Systems Designer
Senior Systems Designer - With Mobile Experience

Remedy Entertainment — Espoo, Finland
[02.12.18]
Lead Game Designer


Seismic Games — Los Angeles, California, United States
[02.09.18]
Retention and Monetization Designer