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Rockstar states overtime is 'optional' for studio that sometimes pulled 50-hour weeks 2
by Bryant Francis [10.19.18]
According to Rockstar head of publishing Jenn Kolbe, the company's QA studios will not be required to work mandatory overtime shifts in the future.
Production, Console/PC

After five years of waiting, Sixense will refund its VR controller Kickstarter backers 1
by Emma Kidwell [10.19.18]
After five years, Sixense is refunding all Kickstarter users who backed the Sixense Stem, a virtual reality motion controller which was first pitched back in 2013.
Production

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

Blog: Lessons learned after making Anodyne with Sean Han Tani  
by Gamasutra Community [10.19.18]
Sean Han Tani is a composer, independent game developer, writer and teacher. In a recent appearance on the Game Dev Unchained podcast, he explained what he learned from his debut project, Anodyne.
Production

Skybound CEO aims to finish out The Walking Dead with '100%' former Telltalers  
by Emma Kidwell [10.18.18]
In an AMA held on Reddit, CEO of Skybound Games Ian Howe and former creative director at Telltale Kent Mudle answer questions from players to try and shed light on the Telltale deal.
Business/Marketing, Production, Console/PC


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

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


The Importance of Localization  
by Antti Kananen [10.15.18]
Translation is a very important step when making a game, but it’s not enough to just translate the words from one language to another. Read more about what guest bloggers in our blog at Koukoi Games wrote about the topic.
Business/Marketing, Design, Production, Console/PC, Smartphone/Tablet


Sparx* - Virtuos Vietnam — Ho Chi Minh, Vietnam
[10.17.18]
Senior Real-time VFX Artist


Square Enix Co., Ltd. — Tokyo, Japan
[10.17.18]
Experienced Game Developer


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


Funcom — Raleigh, North Carolina, United States
[10.16.18]
External Producer
Funcom is looking to hire a talented External Producer based in Oslo, Norway to handle the management of the company’s publishing projects. Opportunity locations: Raleigh, NC USA & Oslo, Norway The role’s responsibilities include the continuous communication with developers, the management of work pipelines, project finances, team management, internal and external resource management and the successful timely launch of the projects/titles.

innogames — Hamburg, Germany
[10.16.18]
Senior Product Manager for a New Mobile Strategy MMO


Deep Silver Volition — Champaign, Illinois, United States
[10.15.18]
Studio Production Director


Wevr — Venice, California, United States
[10.15.18]
Senior Engineer - Unreal Engine
Wevr is hiring a Senior Unreal Engine Engineer for an unannounced high profile project involving the creation of a location-based entertainment attraction based on one of the best-selling entertainment IPs of all time

Wevr — Venice, California, United States
[10.15.18]
Shader Engineer
Wevr is hiring a Shader Engineer for an unannounced high profile project involving the creation of a location-based entertainment attraction based on one of the best-selling entertainment IPs of all time

Wevr — Venice, California, United States
[10.15.18]
Senior Game Engineer
Wevr is hiring a Senior Game Engineer for an unannounced high profile project involving the creation of a location-based entertainment attraction based on one of the best-selling entertainment IPs of all time

Wevr — Venice, California, United States
[10.15.18]
Lead Environment Artist
Wevr is hiring a Lead Environment Artist for an unannounced high profile project involving the creation of a location-based entertainment attraction based on one of the best-selling entertainment IPs of all time