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October 31, 2014
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October 31, 2014
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Rebooting the world's first MMORPG: A Habitat story 1
by Chris Barylick [10.06.14]
Recently, the original creators of the world's first massively multiplayer online role-playing game got together with other game developers to bring a history to the present.
Design, Social/Online, History

Game Design Deep Dive: Amnesia's 'Sanity Meter' 15
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.

The Blue Shell and its Discontents 40
by Ian Bogost [05.30.14]
As the latest Mario Kart hitting store shelves this week, author, professor and game developer Ian Bogost draws lessons from the franchise's most (in)famous item.

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs 22
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Design, Postmortem, Production, Console/PC, Indie

'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

The Witness artist reminds us to keep it simple, stupid Exclusive 2
by Alex Wawro [10.31.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Design, Art, Console/PC, Indie, Exclusive

Just a level solver: Why my puzzle game took over a year to complete 1
by Gamasutra Community [10.30.14]
"I was stumped. Out of optimization ideas, I considered giving up. Maybe I could just put in the best solutions I found on my own and make it a competition for my players to beat those scores?"
Design, Programming, Indie, Smartphone/Tablet

Don't Miss: The neuroscience of survival horror 14
by Maral Tajerian [10.30.14]
How do survival horror games like The Evil Within work on our brains? Neuroscientist M. Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space and Silent Hill in this classic feature.
Audio, Design, Programming, Art, Console/PC, Indie

GDC Next - our lecture recommendations for press.  
by Simon Carless [10.30.14]
Ahead of our GDC Next show in Los Angeles next week, our press liaison firm FortySeven Communications has again worked with us to put together a list of some of the most interesting lectures at the show.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

She's Not Playing It Wrong 42
by Laralyn McWilliams [10.30.14]
Conversations about bringing more women into game development and encouraging them to stay are always challenging. Lately, they've been almost impossible. Let's start thinking about it as a development problem and acknowledge flaws in our systems design.
Business/Marketing, Design, Production, Console/PC, Social/Online

Breasts? No thank you! 3
by Michelle Martin [10.30.14]
Maybe I should have just made a game about candy pieces. It would have been a lot easier. Calling my shiny, colorful puzzle game ‘Boob Rescue’ certainly made things a lot harder than they needed to be.
Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet, Mobile Games

Welcome to the Neighborhood: Five tips for getting to know your new local community  
by Nick Cummings [10.30.14]
Moving to a new city and meeting new people is tough—but it's even harder if you're an independent game dev. Fortunately, finding a new community of new friends and colleagues in the indie games scene is easier than ever. Here are 5 tips to get started.
Business/Marketing, Design, Production, Indie

Composing an Indie RPG Title Track  
by Thomas Henshell [10.30.14]
Composer James Marantette sheds some light on the creative process behind the Archmage Rises title track.
Audio, Business/Marketing, Design, Production, Console/PC, Indie

Next Games — Helsinki, Finland
Senior Level Designer

Magic Leap, Inc. — Wellington, New Zealand
Level Designer

Grover Gaming — Greenville, North Carolina, United States
3D Generalist / Artist

Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
Lead System Designer

DeNA Studios Canada — Vancouver, British Columbia, Canada
Analytical Game Designer

Blizzard Entertainment — Irvine, California, United States
Senior User Experience Designer, Irvine
We are looking for kickass user experience (UX) designers who are oozing with curiosity but can still fit their head in the door. You will be creating and supporting solutions for,, and our new desktop app, which includes everything from e-commerce, to account sign-up and management, to community, to supporting our games. Although we move fast sometimes, we believe in quality and strive to create solid strategies based in user-center design principles. We are not an execution-only team stuck in a large organization, therefore this opportunity will favor designers who can take ownership, think globally, and foster an entrepreneurial spirit in support of our users. As a senior UX designer, you will be directly involved in setting the product strategy and vision, which means the ability to present ideas and educate others is just as important as your wireframes.

Blizzard Entertainment — Irvine, California, United States
Senior User Experience Designer, San Francisco
We are looking for one senior user experience (UX) designers who are oozing with curiosity but can still fit their head in the door for our San Francisco (SF) office. We believe in teamwork and having fun so don’t expect to be a one-man wolf pack. If selected, you will create and support solutions for our gamers through our Heroes of the Storm’s website, Hearthstone’s website, and our mobile apps. As the main point of contact for UX in our SF office, this opportunity will favor someone who can build relationships in both our SF office and our Irvine headquarters.

Avalanche Studios — New York, New York, United States
UI Artist/Designer

Uproar Studios — San Francisco, California, United States
Senior Game Designer

Zindagi Games — Camarillo, California, United States
MOBILE Art Director
Immediate opening for a MOBILE Art Director at Zindagi Games!