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October 20, 2014
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October 20, 2014
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Stalled engine: The TurboGrafx-16 turns 25 23
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 16
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

New Hampshire indies team up to build a local game dev incubator  
by Alex Wawro [10.17.14]
A group of New England indie developers are working to open Game Assembly, a co-working space and incubator program for game developers in Manchester, New Hampshire.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Four lessons for building a better community 1
by Gamasutra Community [10.17.14]
A look back at a game festival from its organizer, Jaime Woo: "I want to use this space to share four key lessons I learned throughout the process of crafting and shaping Gamercamp."
Business/Marketing, Indie, Social/Online

Reminder: IGF 2015 Main Competition deadline ends on Wednesday!  
by Staff [10.17.14]
Don't miss the IGF deadline! Submissions for the 2015 Independent Games Festival Main Competition entries are due October 22, and Student Showcase Entries are due October 31.
Audio, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Honey, We Need to Discuss Your Persona Problem 6
by Bill Gardner [10.17.14]
Using personas as a tool to get inside heads.
Business/Marketing, Design, Production, Console/PC

Steam's Workshop and the Power of Consumer Creativity  
by Ulyana Chernyak [10.17.14]
Today's post takes a closer look at why the Steam Workshop is a big deal for both developers and consumers and how they can both profit from it.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online

Reality Check: Game Design and Empathy  
by Mark Venturelli [10.17.14]
Empathy is the most important game design skill you could ever develop.
Business/Marketing, Design, Production, Console/PC, Indie

Why Anything but Games Matters 6
by Ian Bogost [10.16.14]
On isolationism in game development; my Indiecade 2014 talk
Business/Marketing, Design, Indie

Monochrome LLC — Aptos, California, United States
Senior Programmer

Digital Extremes — London, Ontario, Canada
Character Artist

Digital Extremes — London, Ontario, Canada
Sound Designer

Gearbox Software — Plano, Texas, United States
Server Programmer

Giant Sparrow — Playa Vista, California, United States
Junior 3D Artist

Giant Sparrow — Playa Vista, California, United States
Lead Artist

Amazon — Seattle, Washington, United States
Event Marketing Specialist, Game Services

Digital Extremes — LONDON, Ontario, Canada

Digital Extremes — London, Ontario, Canada
Generalist Programmers

Petroglyph Games — Las Vegas, Nevada, United States
Network / Web Programmer