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May 25, 2013
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Dean Hall Discusses DayZ's Development Process 1
by Christian Nutt [05.24.13]
Project lead Dean Hall explains to Gamasutra the way his team is developing the new standalone game, including exactly what its players bring to the table and how Steam is integrated into the developers' workflow.
Design, Production, Interview, Console/PC, Indie, Social/Online

Creating Virtual Reality Games: The Fundamentals 8
by Sébastien Kuntz [05.23.13]
As VR heats up again thanks to the emergence of the Oculus Rift, Gamasutra presents a ten-year veteran's take on best practices for developing immersive games using this technology.
Design, Console/PC, Serious, Indie

Secrets of Quick Iteration in the Core Social Space 7
by Gabi Shalel [05.13.13]
How do you react to the speed of the mid-core social market -- incorporating ideas from fans and developers while getting updates out there quickly? Total Domination developers Plarium explain.
Design, Production, Social/Online, Smartphone/Tablet

Pursuing a Video Game Masterpiece 39
by Paul Walker [05.10.13]
Three speakers reflect on the "games as art" debate -- but not whether they are art (they are) but instead what that means, how developers can best pursue it, and what tendencies might be holding them back.
Design, Interview, Console/PC

Postmortem: Appy Entertainment's Animal Legends 7
by Rory McGuire [05.06.13]
From building a flexible, low-cost server back-end to launching big in China, Animal Legends offered the team at Appy Entertainment a huge number of challenges -- which are fully outlined in this candid postmortem.
Business/Marketing, Design, Postmortem, Production, Art, China


The guy who created DayZ made it to the top of Mt. Everest 3
by Kris Graft [05.24.13]
Dean Hall is a soldier, a game developer, and now apparently an elite mountain climber, as he recently made it to the highest summit on planet Earth.
Design, Console/PC, Indie

Making DayZ: An interview with its creator 1
by Staff [05.24.13]
Project lead Dean Hall takes Gamasutra from his initial inspirations through his design process and finally how the game is currently being built and will be delivered to fans in this eclectic interview.
Design, Production, Console/PC, Indie

Blog: Theme and craft, games and art 10
by Gamasutra Community [05.24.13]
Spelunky developer Derek Yu ruminates on crises and criticisms in game culture, exploring whether or not we really and truly understand the importance of how games are made.
Design, Indie


Dr. Strangeapathy (or: How I Learned to Stop Worrying About the Console Wars)  
by Steven Fox [05.25.13]
With the announcement of Microsoft’s Xbox One this week, I have noticed the emergence of 2 groups in my Twitter feed, and indeed on games oriented sites like Gamasutra. These 2 groups while worlds apart in opinion share a strikingly similar tone...
Design, Console/PC

Mixed feelings on Slender: The Arrival  
by Mike Monroe [05.24.13]
Slender: The Arrival is the glorious update to the popular Slender game that circulated the internet. But did bringing the bling make it lose some of the charm?
Design, Console/PC

Gamification Player Types: The Time-Engagement Pyramid  
by Victor Manrique [05.24.13]
What have Barney Stinson, Forrest Gump and Scrooge McDuck in common? Meet the Gamification Player Types! This is an extended model of the Gamification user types theory of Andrzej Marzcewski and the Well-Being (Happiness) theories of Dr. Martin Seligma
Design

4 Reasons why Xbox one caters to the living room instead of gamers (or the Game of the Living Room Thrones)  
by Bernardo Lazo [05.23.13]
Game of the Living Room Thrones. Much to the despair of many users, Xbox is focused on being the king of the Living Room instead of appealing to games. There are valid reasons for that. There are also reasons to think the whole thing can lead to hilarious
Design, Console/PC

Bass Wings week 6-8 development in review  
by Bass Wings [05.23.13]
A review of what our bass wings developers have worked on in the past week and what is in the future for the development of bass wings video game.
Design, Console/PC


Treyarch / Activision — Santa Monica, CA, USA
[05.25.13]
Game Systems Designer
Founded in 1996, and acquired by Activision in 2001, Treyarch has grown to become one of the most successful game developers in the world. Home to some of the industry's best and brightest creative talents, Treyarch's most recent creation is Call of Duty: Black Ops. In 2004, after completing Call of Duty: United Offensive, Gray Matter Interactive, who also developed Return to Castle Wolfenstein, joined forces with Treyarch to create Call of Duty 2: Big Red One. From there, the studio began to s
Game / Level Designer / Creative Director

Gameloft — New York City, NY, USA
[05.24.13]
Game Designer
Gameloft, an international publisher and developer of video games for mobile phones and consoles, is seeking gifted Game Designer Designers of all levels to join our talent pool creating great social games. Previous hit games include: Modern Combat series, Zombiewood, Ice Age Village, Orders and Charos, Oregon Trail American Settlers, The Dark Knight Rises, Nova series, Shark Dash, Real Soccer series. As a key member of the development team, you’ll take charge of the initial concept and
Game / Level Designer / Creative Director

YAGER Development — Berlin, Be, DEU
[05.24.13]
Senior Game Systems Designer (f/m)
YAGER is currently seeking a talented and experienced Game Systems Designer to join our pre-production team of yet unannounced title. Join us in shaping the direction of the project as a driving force in Systems Design and push the boundaries to deliver a unique user experience. We’re looking for people who love the idea of working together in interdisciplinary teams within a flat hierarchy and a fast-paced and professional environment.
Game / Level Designer / Creative Director, Console / PC Games

Sony Computer Entertainment America - Santa Monica — Santa Monica, CA, USA
[05.24.13]
Sr Game Designer
About Sony Computer Entertainment America LLC Sony Computer Entertainment America (SCEA) is home to the PlayStation® family of products, including the PlayStation®3 (PS3™), PlayStation® Vita (PS Vita), PlayStation® Mobile and PlayStation®Network. Founded in 1994, SCEA has grown into a leading global computer entertainment brand and continues to redefine interactive consumer entertainment. Since the on Portable (PSP™).
Game / Level Designer / Creative Director

LeapFrog — Emeryville, CA, USA
[05.23.13]
Associate Producer

Game / Level Designer / Creative Director

Hasbro — Pawtucket, RI, USA
[05.23.13]
Producer - Boys Integrated Play

Game / Level Designer / Creative Director, Producer / Director / Project Manager, Programmer / Engineer

2K China — Shanghai, , CHN
[05.22.13]
Senior Game Designer - 2K China

Game / Level Designer / Creative Director

Battlecry Studios — Austin, TX, USA
[05.22.13]
UX Designer
Are you an experienced UX Designer looking to work with a fun, passionate, collaborative team developing a AAA game experience? We are looking for a great UX Designer to create professional interfaces that are approachable, quick to read, and easy to use. Candidates need to be creative, with a critical eye to simple interfaces for use in-game and across our portal and community experience.
Art / Animation, Game / Level Designer / Creative Director

CCP - China — Shanghai, N/, CHN
[05.22.13]
Game Desiner MMO Expert

Game / Level Designer / Creative Director

Monolith Productions — Kirkland, WA, USA
[05.21.13]
Lead Mission Designer

Game / Level Designer / Creative Director