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Contractors
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November 22, 2009
 
24seven3D
 
Flame Node Studio
 
dSonic, Inc.
 
Alchemic Dream Inc
 
GameRonins
 
Interactive Game Experience
 
Technicolor
 
On-Model Corp.
 
Digital Shock
 
Spiel Studios
 
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. [6]
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. [7]
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
  Time Fcuk - A Postmortem
by Edmund McMillen [11.22.09]
The Following is a Postmortem on the game Time Fcuk. That is all.
Game Design
 
 
Arcade Mode: A Suggestion for Modern Warfare 2
by Enrique Dryere [11.21.09]
The "Arcade Mode" I propose would stress a certain skill set that is currently played down by the Call of Duty franchise. A few simple changes here and there could provide players with a radically new experience. It could also be called Run and Gun Mode.
Game Design
 
Critter Crunch Review: Another Reason To Support Indie Games
by Isaiah Taylor [11.20.09]
What a beautiful game Capybara has produced. Despite some control issues, Critter Crunch is definitely a contender for downloadable game of the year.
Game Design
 
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
  Crystal Dynamics — Redwood City, CA, USA
[11.21.09]
Sr. Level Designer
Crystal Dynamics is looking for a talented, enthusiastic, and highly motivated individual who will direct and manage all aspects of level creation and definition so that the design process runs cohesively with the core experience of our projects. For this role, we are looking for an individual with outstanding communication skills and a proven track record in level design.
Game / Level Designer / Creative Director
 
 
Gargantuan Studios — San Mateo, CA, USA
[11.20.09]
Lead World Designer

Game / Level Designer / Creative Director
 
Microsoft Game Studios — Redmond, WA, USA
[11.20.09]
Multiplayer Game Design Lead - Halo

Game / Level Designer / Creative Director
 
Radical Entertainment / Activision — Vancouver, BC, CAN
[11.20.09]
Senior Level Designer
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
 
Radical Entertainment / Activision — Vancouver, BC, CAN
[11.20.09]
Mission Designer (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
 
Vigil Games — Austin, TX, USA
[11.20.09]
Senior Game Designer – Warhammer 40K MMO
In 2006, Vigil Games in Austin, TX became a part of the rapidly expanding THQ family. We are at work on the soon to be released Darksiders and the Warhammer 40K MMO. We at Vigil are on a mission to develop the kind of experience that gamers remember forever. If this sounds like your kind of place and you are a talented and passionate game developer, please take a look at our currently open positions and apply today.
Game / Level Designer / Creative Director
 
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