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Contractors
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November 20, 2009
 
24seven3D
 
On-Model Corp.
 
Spiel Studios
 
SomaTone Interactive Audio
 
Interactive Game Experience
 
Ladyluck Digital Media.
 
Trilogy Studios
 
Flame Node Studio
 
Zvky Design Studio
 
dSonic, Inc.
 
Event Calendar
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arrow Workshop on Network and Systems Support for Games (NetGames 2009)
Paris, France
11.23.2009
 
arrow EVA 09 - Exposicion de Videojuegos Argentina
Buenos Aires, Argentina
12.04.2009
 
arrow Flash GAMM Kyiv 2009
Kyiv, Ukraine
12.05.2009
 
arrow Game Connect: Asia Pacific (GCAP)
Melbourne, Australia
12.06.2009
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Design Features

  Upping The Craft: Susan O'Connor On Games Writing by Christian Nutt [11.20.09]
Veteran video game writer Susan O'Connor (BioShock, Far Cry 2) believes that there's a lot of room to improve the writing in games, and talks to Gamasutra about narrative ways to engage the player, alongside the philosophy and craft of storytelling. [3]
Game Design, Interview
 
 
Small Developers: Minimizing Risks in Large Productions - Part II by Troy Dunniway [11.19.09]
Microsoft, EA, Insomniac, and Ubisoft veteran Troy Dunniway continues an earlier article in discussing some of the major risks involved in transitioning from a small to large development team and how to identify and avoid them. [4]
Business, Game Design
 
Reflecting On Uncharted 2: How They Did It by Kris Graft [11.13.09]
As Uncharted 2 tops U.S. console retail charts, Gamasutra sits down with Naughty Dog's lead designer on the project, Neil Druckmann, looking back over the sequel's creation, polishing,character honing, plotting, and more. [5]
Game Design, Production, Interview
 
Postmortem: Wadjet Eye's The Blackwell Convergence by Dave Gilbert [11.12.09]
In this honest indie postmortem, Wadjet Eye Games' Gilbert discusses the creation of adventure game sequel The Blackwell Convergence, looking at everything from promotion through art direction and engine to analyze what went right -- and wrong -- in the game's creation. [2]
Game Design, Postmortem, Production
 
The Tiger And The Spider: From AAA To App Store by Christian Nutt [11.11.09]
Tiger Style co-founders Randy Smith and David Kalina talk to Gamasutra on their successful iPhone title Spider, the state of the fast-moving App Store, what it means to be be transitioning from a big studio developer into a world of high-pressure, low-overhead game development. [3]
Business, Game Design, Interview
  In-Depth: Inside The Making Of High Voltage's The Conduit
by Staff [08.19.09]
Extracting from a postmortem of High Voltage Software's The Conduit, Gamasutra looks at how the Wii first-person shooter's team battled with scheduling and tech issues to stay on focus and ship the game.
PC, Console, Originals, Design, Production
 
 
Illuminate Labs' Beast, Emergent's Gamebryo LightSpeed Unveil Integration
by Leigh Alexander [08.10.09]
Rendering and lighting tech maker Illuminate Labs says its Beast global lighting solution can now work with Emergent's Gamebryo Lightspeed development platform through a new integration.
PC, Console, Art, Design
 
Gamasutra Expert Blogs: From Morals To Exhaustion
by Chris Remo [07.09.09]
In the latest highlights from Gamasutra's Expert Blogs, industry veterans write in depth about infusing games with morality, balancing weapons, and the pluses and minuses of going indie.
PC, Console, Originals, Programming, Design, Production
  The Soul of a Game
by Dan Merrill [11.20.09]
Video games have the power to communicate feelings, experience, and insight from designers to players. The Legend of Zelda series provides some strong examples of how this can be done.
Game Design
 
 
Planckogenesis, Part II: Song Structure & Gravy Train
by Matthew Burns [11.19.09]
Second in a series about the design and development of Planck v.0, a “musical shooter” recently entered into the 12th Annual Independent Games Festival.
Game Design
 
Designing Games Is About Matching Personalities
by Gabriel Lievano [11.19.09]
Personality can explain why we like or dislike certain type of games. It can also explain why some developers are better at creating an specific type of game.
Game Design
 
An Indie Developer’s “Biggest Mistake”
by David Wesley [11.18.09]
Red Orchestra developer John Gibson points out that the path to indie success is long and hard. However, certain pitfalls can be avoided.
Game Design, Production
 
Flash Game: Small Worlds
by Martin Nerurkar [11.18.09]
Presenting an intresting little flash game that has a special way to deal with it's game space.
Game Design
  THQ, Kaos Studios — New York, NY, USA
[11.20.09]
Game Designer
THQ, Kaos Studios is seeking a Game Designer to join our growing development team. We are currently working on the newly announced "Homefront" FPS. Check out our website for more information on the project, living/working in the New York City area, and our awesome studio culture. www.kaosstudios.com
Game / Level Designer / Creative Director
 
 
Crystal Dynamics — Redwood City, CA, USA
[11.20.09]
Lead Designer
Crystal Dynamics is looking for a talented, innovative lead designer on future AAA title development for XBox 360 and PS3. We're looking for a candidate who is driven, passionate about making games, willing to take risks, confident that the risk is worth taking and has a solid design background to make it happen. The candidate we're looking for will have current multiplayer, systems and technical experience and excels in highly collaborative, team environments.
Game / Level Designer / Creative Director
 
Radical Entertainment / Activision — Vancouver, BC, CAN
[11.19.09]
Mission Scripter (Intermediate)
Radical Entertainment, an operation of Activision Blizzard, Inc. is a leading developer of interactive entertainment. We are proud to have released hit titles such as Scarface: The World is Yours, Hulk Ultimate Destruction and Crash of the Titans. We are continuing to work on licensed properties and are set to deliver an original title, Prototype, in 2009. Our 50,000+ square foot studio situated on the cusp of downtown Vancouver, overlooks the coastal mountains and offers a fully stocked kitchen, in-house gym, log cabin, ski lift tickets, art gallery passes and a wide variety of training, mentorship and career development initiatives. At Radical we’re here to create great games and learn and have fun doing it. Our motto is simple: Play Work Live Breathe Games!
Game / Level Designer / Creative Director
 
Koei Canada Inc. — Toronto, ON, CAN
[11.19.09]
EXPERIENCED GAME PLANNER/DESIGNER

Game / Level Designer / Creative Director, OTHER, Programmer / Engineer
 
Relic Entertainment — Vancouver, BC, CAN
[11.19.09]
Senior Multiplayer Designer
Everybody wants to make great games. Come to Relic, and you will. We’re looking for a senior level multiplayer designer – an individual contributor that designs games through content, interface and engineering abilities while inspiring peers by both technical skill and behavioral maturity.
Game / Level Designer / Creative Director
 
Relic Entertainment — Vancouver, BC, CAN
[11.19.09]
Senior Level Designer
Relic is looking for a Level Designer with an established body of work on AAA console action games or shooters. The successful candidate will have strong design and artistic sense, solid level building skills, and a thorough understanding of the intricacies and performance requirements of level design. The Level Designer will work closely with the Design and Environment teams to stage compelling game play encounters.
Game / Level Designer / Creative Director
 
Raven Software / Activision — Madison, WI, USA
[11.19.09]
Senior Game Designer
Raven Software, developer of numerous award winning games, including X Men Origins: Wolverine, Wolfenstein and Marvel: Ultimate Alliance is seeking an experienced Senior designer. We offer a gorgeous work environment with state-of-the-art workstations, including 3d scanners and motion capture halls; an outstanding compensation and benefits package; a fun, team environment; impressively affordable living, and an exceptional quality of life!
Game / Level Designer / Creative Director
 
Zindagi Games — Camarillo, CA, USA
[11.19.09]
Game Designer
We are a 2nd party studio working on cutting edge AAA titles for a major publisher and we are looking for a smart, talented, and team-oriented, creative force to join us! Zindagi literally means 'life' and a better life is what we hope to provide. Work at a company where your life is part of the equation. Good employers care about their employees at work, great employers care about their employees, period.
Game / Level Designer / Creative Director
 
Volition — Champaign, IL, USA
[11.19.09]
Designer
Volition is located in Champaign, IL and is one of THQ's premier internal game development studios. We are the creators of such franchises as Saints Row, Red Faction, and the Descent/Freespace series. We have most recently released the highly successful Saints Row 2 and Red Faction Guerilla We offer a casual work environment, a comprehensive benefits package, and the opportunity to have fun solving technically challenging problems.
Game / Level Designer / Creative Director
 
Sledgehammer Games / Activision — Foster City, CA, USA
[11.18.09]
Lead Online/Multiplayer Designer
Seeking a new opportunity? We are currently hiring top talent for a soon to be announced project based on a successful Activision owned IP. We offer a competitive compensation and benefits package, including royalty plan and relocation assistance. For more information on Activision, visit our website at: www.activision.com.
Game / Level Designer / Creative Director