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May 24, 2015
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Stalled engine: The TurboGrafx-16 turns 25 28
by Christian Nutt [09.12.14]
25 years ago, NEC released the video game system that fell first in the 16-bit console wars -- but what an interesting failure it was. The history of the TurboGrafx-16 as told by those who were there.
Business/Marketing, Console/PC, History

Selling a game before it's 'done': Tips and insight for paid alphas 10
by Kris Graft [08.28.14]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
Business/Marketing, Alternative Funding

Gamasutra Explains: The YouTuber Phenomenon 22
by Christian Nutt [07.31.14]
What do YouTubers do? Who are they? Why does it matter to you? Gamasutra looked into the phenomenon and created a handy guide so you can get up-to-speed on it.
Business/Marketing, Console/PC, YouTube

'Roguelikes': Getting to the heart of the it-genre 23
by Christian Nutt [05.21.14]
Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
Business/Marketing, Design, Interview, Console/PC, Smartphone/Tablet

Understanding the successful relaunch of Final Fantasy XIV 10
by Christian Nutt [04.18.14]
Producer and director Naoki Yoshida sits down with Gamasutra for an in-depth interview about why he took on his successful quest to reboot a failed MMO into an all-new project.
Business/Marketing, Design, Production, Console/PC, Social/Online

Don't Miss: What does a game designer do, exactly? 8
by Gamasutra Community [05.22.15]
In this timeless blog, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive 5
by Toru Iwatani [05.22.15]
35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.
Audio, GD Mag, Exclusive, Console/PC, Art, Production, Programming, Design, Business/Marketing, GD Mag Exclusive

Laid-off Zynga devs get a fresh start at a fantasy sports company  
by Alex Wawro [05.22.15]
A former Zynga employee tells Re/code that roughly 38 of the 42 devs who lost their jobs when Zynga shuttered its Orlando studio this month have gone on to join fantasy sports game company Fanduel.
Business/Marketing, Smartphone/Tablet

Goat Simulator – Media presence case study  
by Thomas Bidaux [05.22.15]
A look at the media presence of Goat Simulator.
Business/Marketing, Console/PC, Indie

How Can You Create an Attention Grabbing App Icon?  
by Puneet Yamparala [05.21.15]
This post emphasizes on how to create wonderful and attractive app icons that can attract more number of users.
Business/Marketing, Smartphone/Tablet

Mobile Games & Apps Naming  
by Kseniia Kovtun [05.21.15]
How to come up with an idea of your game's future name? When it's time to think about naming and ASO? What's the "three words magic" everyone is talking about?
Business/Marketing, Smartphone/Tablet

Retention/loyalty in the nontraditional terms  
by Chris Kjosmoen [05.21.15]
A blog made by Chris Kjosmoen about my thoughts around loyalty + games.
Business/Marketing, Serious, Indie, Social/Online

Gunpowder: How We Brought a High Quality Premium Game to iPad and Steam  
by Richard Sun [05.21.15]
Gunpowder is a one of a kind physics-based puzzle game featuring colorful cartoon style artwork, a charming backstory and a clever game design. With it out on iPad, Windows 8 and soon Steam, I reflect briefly on how the game got to where it is today.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Kingdom Games — Austin, Texas, United States
Gameplay Designer

Kingdom Games — Austin, Texas, United States
Senior Programmer

2K Las Vegas — Las Vegas, Nevada, United States
Lead QA Tester
Leads a team in executing test plans on pre-release versions of software to detect and record product defects.

Monolith Productions — Kirkland, Washington, United States
Art Lead, Animation
WB Games Inc. seeks an Art Lead, Animation for the WBG Monolith Art department. The Lead Animator is responsible for leading a team of animators in the creation and implementation of highest quality game animation.

Monolith Productions — Kirkland, Washington, United States
Staff Character Artist
Monolith Productions seeks a Staff Character Artist for the Monolith Art department.

GG|Interactive — Vancouver, Washington, United States
Game Programmer
Game Programmer

Shiver Entertainment — South Miami, Florida, United States
Producer - Make Great Games!
Shiver is focused on building the world’s best free-to-play games for mobile, tablet and PC. Oversee the creation and development of major features for a new game in the free-to-play mobile/tablet market.

Missouri State University-West Plains — West Plains, Missouri, United States
Lecturer, Computer Graphics & Programming (9 Month Appointment)

Torn Banner Studios — Toronto, Ontario, Canada
Senior Multiplayer Level Designer

Telltale Games — San Rafael, California, United States
Cinematic Artist
Our Cinematics/ Choreography Team is responsible for creating compelling cutscenes, interactive dialogs, and cinematic elements of action sequences coupled with excellent pacing and acting using animation libraries. Through cinematography and character acting, they deliver the greatest visual impact to the widening audience of our award-winning interactive games. *Please keep in mind the only way to be considered for this position is by completing and submitting the Cinematic test. Please see the end of the Job Description for the test materials and details.