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March 5, 2015
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March 5, 2015
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  One Life Left vs. Gamasutra Podcast #1: Pipelines 'n' Tubes Exclusive
image Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
3 CryEngine sticking to $9.90 subscription, working hard to improve
image Gamasutra speaks to Crytek's director of production, David Bowman, about the company's efforts in the last year to broaden its user-base, improve tools and capabilities, and speak to its community.
  The future of Morpheus, according to Sony's Shuhei Yoshida Exclusive
image Gamasutra sits down with Shuhei Yoshida, Sony's President of Worldwide Studios, to talk about the state of Project Morpheus and what developers should know about making PlayStation VR games.
  Git for Unity developers
image "I tried to keep the tutorial as pragmatic as possible, covering the most common usage of Git. See the links throughout the article for some deep dives into different aspects of Git."
  Being smart, being stupid with Hitman Go's design
image At Game Developers Conference 2015, Daniel Lutz, game director at Square Enix Montreal, explained how designing with constraints in mind helped lead to the success of the stealthy mobile game Hitman Go.
15 Don't Miss: A Game Design Deep Dive into Amnesia's 'Sanity Meter'
image Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
1 Steam Machines and a Steam Controller have hit the Steam store
image As GDC rolls on, Valve has listed a seemingly final version of the Steam Controller and an array of third-party Steam Machines on its Steam storefront.
  5 reasons NOT to outsource art
image "There are a lot of advantages to art outsourcing, and for many projects it's a really great option, but outsourcing isn't always the best option for every project (or every part of every project)."
  Don't save your bullets: Darkest Dungeon's Red Hook on Early Access
image We talk to Red Hook Studios, makers of Darkest Dungeon, about how to manage to successful Early Access game, and not saving your big guns for later.
1 Dynamic 2D character lighting in Unity
image "All in all were currently having 3D spot and point lights for ambient lighting, 2D volumetric lights for backlight refractions and 3D point lights for dynamic backlight effects in our scene."
  Programming blog: Vector hosted lists
image "Hosting a list in a vector ain't rocket science, but I think it's a good technique to have in mind when designing data structures generally, and it's definitely a worthwhile topic."
1 The value of 'rubber banding' as a casual engagement driver
image "Theoretically, you can say the concept and effect of rubber banding is a high engagement driver in casual games and is less effective in hardcore games."
1 Shadow of Mordor takes top prize at Game Developers Choice Awards
image Monolith Productions' open-world action game netted the Game of the Year award this evening at the 15th annual GDC Awards, which also honored titles like Monument Valley and people like Brenda Romero.
  Outer Wilds wins top honors at the 17th annual IGF Awards
image The celestial exploration game netted Team Outer Wilds the Seumas McNally Grand Prize for Best Independent Game (and it's accompanying $30,000 cash award) at tonight's 17th annual IGF Awards.
3 How Creative Assembly Brought Fear To Alien: Isolation Exclusive
image Alien: Isolation creative director Alistair Hope speaks at GDC 2015 about how Creative Assembly focused on building a horror game, not an action game, through deliberate design choices.
1 Weta Digital, Epic Games, and the future of film, games, and VR
image Weta Digital head of R&D Alisdair Coull and Epic Games CTO Kim Libreri talk about the creation of the Smaug VR demo, the convergence of film and games art, and the opportunity for devs in VR.
2 Balance balls make better games? Tips from Swery65
image The always-spirited Swery65 offered a bevy of surprising and insightful development tips on everything from making better motion controls and creating more empathy to getting along with your team.
  Teaching AI to eat with two hands from the fridge
image "Granted, there are plenty of software systems more complex than this. So, wouldn't you concede, Dear Mr. Naysayer, that this task of eating out of the fridge was hard after all?"
3 Carmack's perspective on the future of mobile VR game development Exclusive
image Oculus CTO John Carmack spent nearly two hours today speaking to GDC attendees about the ups and downs of mobile VR development, and what developers can do to make better VR games.
  Hands-on: Full-room SteamVR highly-impressive, even as a prototype
image Valve Software was on hand at Game Developers Conference 2015, doing behind-closed-door demos of full-room SteamVR, and even in prototype form, the company's offering is already impressive.
8 EA shutters venerable SimCity studio Maxis Emeryville
image The venerable studio, originally founded as Maxis Software in 1987, has been shut down as EA consolidates ongoing development of The Sims and SimCity to its other Maxis satellite studios.
2 Xbox's vision for a cross-platform future
image Microsoft plans to create a single, unified platform for game developers with the forthcoming launch of Windows 10, which will have Xbox Live integration to allow for cross-play across devices.
2 Analyzing Monkey Island 2 puzzle dependencies and game balance
image "What makes a good puzzle chain? How can charts and graphs help you get the right feeling if the puzzles you wrote work as intended concerning the overall game experience?" This post answers that question.
10 Epic's Sweeney: Unreal Engine is at the epicenter of a graphics-intense future
image At GDC this morning, Epic Games founder Tim Sweeney gave a talk that essentially had one main point: As realtime, photorealistic graphics rise in importance, Unreal Engine will be at the forefront of that movement.
5 Blog: You don't always have to commit
image "In games, it feels like when you make something, it is supposed to be all the way. That if you make horror, the horror has to be pitch-black... but the world doesn't work in absolutes."

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1 2D art team: How to manage level background assets
by Junxue Li
This article is for background art production of 2D games. It deals with 2D & 3D assets management....
  The Musical Box #26: Bowser attacks
by Marcelo Martins
The Musical Box features 30 articles focusing on game music production and implementation. Edition ...
1 Get your story straight
by Krister Karlsson
By using the power of stories you can with less effort reach your audience that you're looking for....
  LocJam Post-Mortem: On Grandpa's Localization and its Challenges
by Anthony D. Teixeira
The LocJam 2 took place last week and offered a great challenge for professional and aspiring game...
  User Acquisition and Attribution: The Basics (Part 1)
by Dmitri Williams
This article marks the beginning of a three-part series on user attribution

[Read More]

arrowPress Releases
March 5, 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?
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
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.
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

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Game Design Challenge: For Your Health
image Disease prevention is critical, and video games offer a chance for designers to educate players about their health. Can you design a game that teaches players about a specific disease?
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.
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]