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October 22, 2014
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October 22, 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.
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.
Design

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


Video: Why everything and nothing is killing the game industry 1
by Staff [10.22.14]
Game industry veteran Ste Curran gives an impassioned presentation about the unending litany of potentially fatal threats to the game industry during GDC Europe 2014.
Business/Marketing, Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, Video

Don't Miss: The Super Meat Boy postmortem  
by Edmund McMillen, Tommy Refenes [10.22.14]
Edmund McMillen and Tommy Refenes candidly discuss the development process of smash indie hit Super Meat Boy, diving into the punishing process that led to the remarkably successful retro revitalization.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Game Design Deep Dive: How Rogue Legacy handles tutorials without being boring 2
by Teddy Lee [10.22.14]
How do you teach players how to play your game without getting bogged down in boring tutorials? Rogue Legacy developer Teddy Lee shares his secrets.
Design, Console/PC, Indie


Can Game Design be Appraised?  
by Josh Bycer [10.22.14]
The Game Industry is facing a severe issue of devaluing content which has been our fault and part of it has to do with the problem of understanding and evaluating game design.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Suddenly, Thousands Post Mortem  
by Taro Omiya [10.22.14]
Suddenly, Thousands is a mob-controlling puzzle game developed for Bacon Game Jam 08. In this Post Mortem, we discuss the strength in Suddenly, Thousands' level progression, embracing accidents, and danger of making your development process open-source.
Design, Programming, Indie

What Does a COPPA Compliant Game Really Look Like?  
by Roy Smith [10.22.14]
Now that the FTC has signaled it will enforce COPPA is the industry’s “wait and see” period finally coming to an end? Read on for my thinking on how mobile games can become COPPA compliant without ruining user acquisition or game flow.
Business/Marketing, Design, Programming, Production, Smartphone/Tablet

Volcano Game Jam!  
by Thierry Brochart [10.22.14]
The Volcano Game Jam, november 14, 15, 16 will be huge! We are honored to have Eric Chahi (Another World...) as president of the jury!
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Smartphone/Tablet

We need games like Hatred.  
by Tommi Aijala [10.22.14]
Ponderings on why the game culture need controversial games like Hatred
Business/Marketing, Design, Production, Serious, Social/Online


University of Texas at Dallas — Richardson, Texas, United States
[10.22.14]
Assistant/Associate Prof of Game Studies


Avalanche Studios — New York, New York, United States
[10.22.14]
UI Artist/Designer


Bohemia Interactive Simulations — ORLANDO, Florida, United States
[10.22.14]
Game Designer


Petroglyph Games — Las Vegas, Nevada, United States
[10.21.14]
Illustrator / Concept Artist


DoubleDown Interactive — Seattle, Washington, United States
[10.21.14]
Game Designer
DoubleDown Interactive is a social and mobile game company located in Seattle, WA. Known for our fun and collaborative culture, we’re a group of talented software engineers, game designers, artists, producers, marketers, analytical experts, and moreWe are expanding and looking for a creative and technically savvy Slot Game Designer to join our emerging team. In this position you will utilize math and probability techniques in conjunction with basic design tenets to create fun and exciting new math models that will provide hours of compelling gameplay for players.

Zindagi Games — Camarillo, California, United States
[10.21.14]
MOBILE Art Director
Immediate opening for a MOBILE Art Director at Zindagi Games!

Treyarch / Activision — Santa Monica, California, United States
[10.21.14]
Senior UI Artist (temporary) Treyarch
We make fun! Come work in sunny Santa Monica!

Treyarch / Activision — Santa Monica, California, United States
[10.21.14]
Lead UI Artist
We make fun! Come work in sunny Santa Monica!

Treyarch / Activision — Santa Monica, California, United States
[10.21.14]
UI Artist/Visual Designer (temporary) Treyarch
We make fun! Come work in sunny Santa Monica!

Treyarch / Activision — Santa Monica, California, United States
[10.21.14]
Senior Character Artist (temporary) - Treyarch
We make fun! Come work in sunny Santa Monica!