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April 24, 2019
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Respawn CEO: Sticking to seasonal updates better for Apex Legends devs  
by Alissa McAloon [04.24.19]
Despite temptations to ramp up content production or hiring after that initial boom, Respawn CEO Vince Zampella says it was best for the team to stick to its original pacing plans for new content
Production, Console/PC, Social/Online

Blog: 10 important Kickstarter hacks from an expert  
by Gamasutra Community [04.24.19]
A quick checklist of expert hacks that should help you create a successful Kickstarter campaign.
Business/Marketing, Design, Production

Constant development means a perpetual push to crunch at Epic, say Fortnite devs 10
by Alissa McAloon [04.23.19]
"If I take time off, the workload falls on other people, and no one wants to be that guy," one dev tells Polygon how crunch has become an unofficial requirement for QA at Epic Games.
Production, Console/PC, Social/Online

XRDC returns this October, so now's the time to pitch your great AR/VR talks!  
by Staff [04.23.19]
There's no better place to be if you want to check out the latest AR/VR tech while sharing knowledge with your peers -- and now's the time to submit your pitches for talks!
Audio, Business/Marketing, Design, Programming, Production, Art

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

The Fun of Inaccessibility  
by Michael Heron [04.24.19]
You can't have fun without inaccessibility. It's an iron law of play. That has implications for game design and accessibility advocacy, and it's the subject of this post.
Business/Marketing, Design, Programming, Production, Serious, Indie

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

Sony PlayStation — San Mateo, California, United States
Sr. Manager, Competitive Gaming (North America)
Competitive Gaming is an exciting and burgeoning space within the landscape of gaming. As one of the leaders of the gaming industry, PlayStation is focused on the esports business both regionally and globally as a part of the strategic outlook on the future of gaming. The Sr. Manager, Competitive Gaming (North America) will be a senior member of this initiative, responsible for not only assisting in the creation of the overall strategy, but heavily in its execution. This position will touch all aspects of the initiative However, with a focus on driving and executing regional activities and goals. This person will also help to build the overall infrastructure, determining and allocating resource needs, global/ regional governance, cross-functional partnership and advocacy.

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

DigiPen Institute of Technology — Redmond, Washington, United States
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
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
Technical Producer

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

Deep Silver Volition — Champaign, Illinois, United States
Senior Producer

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

Krillbite Studio — Oslo, Norway