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January 26, 2015
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Stalled engine: The TurboGrafx-16 turns 25 26
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 21
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 18
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


Frontier Developments lays off staff as it launches new franchise  
by Alex Wawro [01.26.15]
Elite: Dangerous developer Frontier Developments has laid off at least fifteen people as it refocuses development operations from its satellite studio in Halifax to its headquarters in Cambridge.
Business/Marketing, Console/PC

Video: How Amplitude Studios tackles community-driven development  
by Staff [01.26.15]
At GDC Next 2014, Amplitude Studios' Jeff Spock spoke about how the studio practices open development by involving its fans, as well as the positive and negative lessons learned.
Business/Marketing, Indie, Video, Vault

GDC 2015 partners with iam8bit to showcase the 'Wheel of Whimsy'  
by Staff [01.26.15]
For the fifth year running, iam8bit will delight GDC attendees with an interactive exhibit on the show floor. This time it's the Wheel of Whimsy, which is tied to four fun live-action minigames.
Business/Marketing, Indie, GDC


The Game Outcomes Project, Part 5: What Great Teams Do  
by Paul Tozour [01.26.15]
The last in a 5-part series analyzing the results of the Game Outcomes Project survey, which polled hundreds of game developers to determine how teamwork, culture, leadership, production, & project management contribute to game project success or failure
Business/Marketing, Design, Production, Console/PC, Social/Online

Making my first game : a 20+ years quest. Level 4 : GOING INDIE !  
by khalil arafan [01.26.15]
Parts 6/7: Creating my own one man garage company, first mobile app and first game.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet

Player Agency: How Game Design Affects Narrative  
by Josh Bycer [01.26.15]
Today's post looks at the concept of player agency or how much impact the player actually has when it comes to affecting the narrative and the problems with too much or too little agency.
Business/Marketing, Design, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Powerful C++ cross-platform game engine.  
by Jean-Claude Cottier [01.26.15]
Middleware are great tools, but you might also end-up with an amazing engine if you do it yourself. Admittedly, native and homemade technology are not for everyone, but for me, it was the perfect choice.
Business/Marketing, Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Different Testing Approaches for Mobile Games  
by Ville-Veikko Helppi [01.26.15]
There are lots of different approaches for efficient testing of mobile games. In this blog, we'll take a look at some of the most common ones and how to do even more efficient testing for your mobile games.
Business/Marketing, Programming, Production, Indie, Smartphone/Tablet


Disruptive Games — Berkeley, California, United States
[01.26.15]
EXPERIENCED ENGINE PROGRAMMER
We’re looking for a talented programmer to help us make games that stand out from the crowd with stunning visuals, silky smooth performance, on cutting edge hardware.

Monolith Productions — Kirkland, Washington, United States
[01.26.15]
Art Lead, VFX
Warner Bros Games Inc seeks an Art Lead, VFX for the Warner Bros Games Monolith Art department.

Hangar 13 — Novato, California, United States
[01.26.15]
Build System Engineer
Hangar 13 is seeking the talents of a highly self-motivated Build System Engineer who enjoys a collaborative and creative work environment. Create and maintain in-house build system for an unannounced AAA multiplatform game currently in pre-production.

Hangar 13 — Novato, California, United States
[01.26.15]
Senior Animation Engineer
Got what it takes to produce a cutting-edge AAA title? Be part of our passionate team and strive for excellence.

Hangar 13 — Novato, California, United States
[01.26.15]
Senior AI Engineer
Hangar 13 is looking for a Senior AI Engineer who enjoys a collaborative and creative work environment and is looking to work directly with content creators to give them the power to create amazing experiences. Design, develop, implement and debug code for new and upgraded software products.

Hangar 13 — Novato, California, United States
[01.26.15]
Senior Engine Programmer
Hangar 13 is looking for a Senior Engine Programmer who enjoys a collaborative and creative work environment and is looking to push the boundaries of cutting edge hardware. Research, develop, implement, and debug high-end techniques applicable to large-scale environments.

Hangar 13 — Novato, California, United States
[01.26.15]
Senior Tools Engineer
Hangar 13 is looking for a highly self-motivated Senior Tools programmer who enjoys a collaborative and creative work environment. Senior Tools programmers work directly with content creators to give them the power to create amazing experiences and to support our culture of iterative design to make AAA games. Create and maintain tools for an unannounced multi-platform game currently in pre-production using proprietary software and technology.

Xsolla — Sherman Oaks, California, United States
[01.26.15]
Junior Business Development Manager
Junior Business Development Manager

2K — Novato, California, United States
[01.26.15]
Recruiting Coordinator - Temp


Gameloft — New York, New York, United States
[01.26.15]
Technical Director