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March 3, 2015
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March 3, 2015
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  Space Oddity: Deconstructing the curious design of Gravity Ghost Exclusive
image Ivy Games' lush 2D space physics puzzler Gravity Ghost wears its nonviolent nature on its sleeve, but creator Erin Robinson says it has its roots in one of the earliest shooters ever made: Asteroids.
  Narrative tips for mobile games Exclusive
image Veteran multimedia narrative designer Christy Marx offers key takeaways from her experience with Zynga's CastleVille for telling stories in mobile games, with all their challenges and limitations.
  How I broke into the game industry and became a designer
image This blog post from 2K Games designer Harrison Pink slaughters misconceptions about what it means to work in the game industry while offering a personal look at what it takes to get a job in triple-A.
  Unity focuses on small teams doing big things at its GDC event
image Unity's GDC press conference was geared toward not just showcasing Unity 5, but marrying the company's longtime message of democratized development with a focus on how damn good Unity games can look.
  The successor to OpenGL has a name: Vulkan
image It's the next generation of OpenGL, and like OpenGL it will be an open standard; unlike OpenGL (with its OpenGL ES variant) Vulkan will natively support mobile platforms.
26 Unity 5 released with upgrades, full-featured free version
image This morning, Unity released the latest version of its engine, which it announced a year ago -- and Gamasutra talks to CEO John Riccitiello about the competition, and his plans for the company.
  5 game design lessons learned playing Grim Fandango Remastered
image "We all have favorite games and within those games, moments that make them special. Thanks to the release of Grim Fandango Remastered, Im able to relive that journey."
26 'But it's not historically accurate!' - Diversity in historical games
image "If the perception that a straight, white male cast is 'historically accurate' can be dismantled with a little research, where does that common perception come from?"
  Man in the Moonbase: History of a clandestine project
image How Humongous Entertainment's Moonbase became cult-hit Moonbase Commander: A slice of untold game industry history from someone who was there.
1 Exploring what it takes to make a funny game Exclusive
image Why is comedy in games so rare -- and so hard to get right? Developer Zoe Quinn took the stage at GDC today to explore the topic and offer fellow developers a few potential ways to make funny games.
6 Autodesk enters the game engine business at GDC
image 3ds Max maker Autodesk is making its first foray into the game engine business this week at GDC in San Francisco, where it will demo its upcoming Stingray engine to developers on Wednesday afternoon.
3 What to do before you start building a free-to-play game Exclusive
image Ethan Levy explores better ways to design F2P games and reminds F2P developers to be as rigorous in their business design as their are about their game design.
  How Divinity: Original Sin resurrected a fallen series Exclusive
image At GDC 2015, Swen Vincke, creative director of the critically acclaimed co-op role-playing game Divinity: Original Sin, described how the game brought Larian Studios back from the brink of disaster.
8 500 games launched per day on iOS last year (and other digital sales facts)
image With digital marketplaces becoming increasingly crowded, Mike Rose, of tinyBuild dug into the current state of indie sales expectations for digital platforms.
  Narrative and design insights from 80 Days' writing lead
image At GDC 2015, Meg Jayanth, lead writer of acclaimed mobile adventure game 80 Days, shared insights into how the team at Inkle created a deeply narrative, highly nonlinear and satisfying story.
  This Week in Video Game Criticism: From the Semiotics of PlayStation to the Pitfalls of Jiggle Physics
image This week, our partnership with game criticism site Critical Distance brings us picks from Riley MacLeod on topics ranging from a look back at the first PlayStation controller to the pitfalls of jiggle physics.
2 Online community and culture wars: What do we know? Exclusive
image What can we learn from the significant community challenges the gaming community faces? Online gaming veterans Raph Koster, Gordon Walton and Rich Vogel share fascinating sociological lessons.
  Reactive game dev: How Serious Sam 4 became The Talos Principle Exclusive
image Croteam kicks off the GDC 2015 Independent Games Summit with a talk on how the Serious Sam studio taught itself a new way to make games as it embarked on its first puzzle game: The Talos Principle.
2 @ Play: The return of Toejam & Earl
image The return of roguelike column @Play! "Toejam & Earl is a game that is dear to my heart. Although it is a slow-playing Sega Genesis game, it has excellent design and gameplay."
3 The lay of the land: A critical look at Dark Souls II's DLC
image "Dark Souls II, as a world, is a kind of tracing of the prequel: generalities are carried over while arrangements and subtleties have been lost."
57 Unreal Engine 4 is now free-to-download for everyone
image You'll still pay a royalty on any commercial projects you make, but say goodbye to subscription fees -- the popular engine is now completely free to try.
  UK retailer Game expands into eSports with Multiplay acquisition
image U.K. retailer Game has announced a deal to acquire Multiplay, a long-running U.K.-based video game event firm, for 20 million (~$30.1 million USD) as it expands into eSports and digital PC games.
9 Match game mechanics: An exhaustive survey
image An exhaustive look at 2D matching puzzles: "We played and analyzed many match games to deconstruct their mechanics. In this article we share our findings."
  The art of abstract game design
image "As soon as you decide to make a game abstract, you immediately raise the learning curve of your game. This can be mitigated by clever thematic choices and use of visual metaphors."
2 Preparing for Steam Greenlight with a Concept Page
image "The main lesson I learned with this campaign is that the Concept audience probably does not represent the Greenlight audience. Despite that, I still believe that using Steam Concepts is worthwhile."

[Read More]

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  Breaking In: Part 1
by Harrison Pink
In Part One of a two part series on getting into the game industry, I describe my own personal path...
  Vector Hosted Lists
by Thomas Young
When you need to delete elements mid-sequence you'll maybe reach for a linked list. Not so fast! ...
2 You don't always have to commit.
by Randy OConnor
Musing on shades of grey, Randy talks about the importance of "maybe".
  Is the game to blame? Video game playing and anti-social behaviour
by Mark Griffiths
There are two opposing research camps in the field of gaming studies. There are those who believe...
  Redesigning Auro's Tutorial
by Keith Burgun
The launch version of Auro was received super-well, but we also got some complaints about how the...

[Read More]

arrowPress Releases
March 3, 2015
PR Newswire
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Games Press
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Exis, LLC
Exis, LLC XCOM, CIV, Bioshock Infinite, World of Tanks, the list goes on.Top publishers and defense contractors count on Exis to deliver their assets. Why not join them, and get the best art possible for your projects?
Zvky Design Studio
Zvky Design Studio Zvky Design Studio is an young entertainment design firm specializing in concept art and other art production services. Our artists have worked on many AAA title games from top studios.
Clean Cuts Music & Sound Design
Clean Cuts Music & Sound Design Clean Cuts is an award winning audio facility with over 25 years of experience in original music composition, custom sound design, audio implementation, and voice over casting. We have 14 audio suites, 16 sound designers, and staff 3 full-time composers.
Guenther & Associates
Guenther & Associates A CPA Firm that provides Specialized Accounting, Legal and Tax Services to the Video Game Industry.
SomaTone Interactive Inc.
SomaTone Interactive Inc. SomaTone Interactive (STi) is the leading provider of premium music, sound design, voice-over, and audio integration services for gaming and interactive entertainment companies. With over 1000 games to our credit over our 10 year history, including top s
Roboto
Roboto Roboto is a young art production studio with AAA games development in its DNA. We are dedicated to creating excellent art quality and providing a reliable service at competitive rates

[View More]

Commissioning an Artist
image Brian Woody outlines the process involved in commissioning an artist contractor for indie and student projects.
Results from Game Design Challenge: Twisted History
image Game Career Guide's readers present a series of creative game designs inspired by real-world historical events. Read on for our top picks.
Postmortem: Dear Stranger's Augmented Reality and an MDA Perspective
image SassyBot Studio's Tino van der Kraan takes a critical look back at Dear Stranger, an inventive augmented reality application developed during a 72-hour game jam.
Annual Game Career Guide
The annual Game Career Guide 2014 is now available. Whether you are a newbie in the industry or an expert, the GCGs exclusive industry content is a great tool for those who wish to plan their profession in the game industry.

[View GameCareerGuide.com]