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June 6, 2013
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Not Puzzles, but Scenes: Cinematic Gameplay Interactions 7
by Lucas González [06.05.13]
How the developers of Deadlight stepped back from their puzzle system -- which absolutely was not working with the way their game was designed -- and reenvisioned it to much greater player satisfaction.
Design, Console/PC, Indie

Characters and Worldbuilding: Analyzing the Strength of Japanese Games 32
by Zack Wood [05.31.13]
Zack Wood studied game design in Japan, and here shares the philosophies that inform the rich, appealing worlds and characters of games developed in that country -- a new way of looking at building your worlds and creating their inhabitants.
Design, Art, Console/PC, Indie, Smartphone/Tablet

Intro to User Analytics 3
by Magy Seif El-Nasr, Alessandro Canossa, Anders Drachen [05.30.13]
An intro to analytics written by the editors of Game Analytics: Maximizing the Value of Player Data, a compendium of insights from more than 50 experts in industry and research, which covers the most relevant questions: what to track, and how to analyze the data.
Business/Marketing, Design, Game Developer Magazine, Console/PC, Social/Online, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Dean Hall Discusses DayZ's Development Process 2
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 16
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


Keeping the simulation dream alive 13
by Gamasutra Community [06.06.13]
BioShock Infinite designer Tynan Sylvester examines why complex simulations often fail to impact players -- and how using tricks of the human psyche, you can design ones that will.
Design, Programming, Console/PC, Indie

The art of balancing tower defense games 1
by Gamasutra Community [06.06.13]
Tower defense is a popular genre for indie and mobile games -- and Goal Defense's developer shares the secrets -- and the math -- behind the balance in the popular smartphone game.
Design, Programming, Indie, Smartphone/Tablet

Beyond 'puzzles': Designing cinematic interactions in Deadlight Exclusive 7
by Staff [06.05.13]
Deadlight's puzzle system just wasn't working, writes designer Lucas González -- until the team dropped the constraints of the "puzzle" for something simpler yet more satisfying to players.
Design, Console/PC, Indie, Exclusive


Cracking the Touchscreen Code  
by Ben Serviss [06.06.13]
If touchscreen devices are the future, are game controllers holding us back?
Business/Marketing, Design, Indie, Smartphone/Tablet

Steel Archers and the Oculus Rift  
by Quentin Preik [06.06.13]
Struggling with the POV of the rift and the existing game elements in Steel Archers.
Design, Indie

Why Design?  
by Edward Reilly [06.05.13]
In my class at Full Sail we were asked the question, "Why be a designer?" Being a student who is striving to get into this industry I have wanted to start posting here on Gamasutra and thought I would share my answer with the community.
Design

Deep Plaid Games, one year later  
by Shay Pierce [06.05.13]
I briefly talk about the OMGPOP/Zynga drama, and relate the indie projects I've been working on with my newfound freedom over the past year.
Business/Marketing, Design, Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

All is Far From Quiet in the Pixel Press Front  
by Robin Rath [06.05.13]
"I was talking to a friend about us drawing video game levels when we were kids, and I recall thinking about an OCR project I had heard about recently. It just clicked. I’ve been building mobile apps for 5 years and instantly knew this could be done."
Design, Indie



CCP - China — Shanghai, N/, CHN
[06.05.13]
Game Desiner MMO Expert

Game / Level Designer / Creative Director

Frictional Games — Skurup, Sk, SWE
[06.05.13]
Gameplay Programmer / Designer
Frictional Games, creators of Amnesia and Penumbra, is looking for a Gameplay Programmer / Designer to employ full-time. You will be joining a small team with a lot of freedom and highly creative work. Your job will be to, through design and implementation, help our virtual worlds come alive. We aim to see how far we can take horror / narrative games, and want someone who can help us push the limits.
Game / Level Designer / Creative Director, Programmer / Engineer, Independent Games

Vicarious Visions / Activision — Albany, NY, USA
[06.05.13]
Level Designer (multiple openings)
Come join Vicarious Visions, one of the most dynamic and creative game developers in the video-game industry. For over 15 years, VV games have been pushing technical boundaries to deliver addictive gameplay and immersive art bringing both characters and worlds to life on Xbox 360, PS3, Wii, iPhone, and many other platforms. Vicarious Visions, located in Albany, NY, has gained critical acclaim with hit titles such as Marvel Ultimate Alliance 2®, Guitar Hero: Legends of Rock, Guitar Hero: On Tour®
Game / Level Designer / Creative Director


Insomniac Games — Durham, NC, USA
[06.04.13]
Designer
Insomniac Games is an award-winning independent developer with studios in Burbank, California and Durham, North Carolina. Insomniac has sold over 40 million games worldwide, and created three of gaming's most recognizable franchises: Ratchet & Clank, Resistance and Spyro the Dragon. We are currently developing our first multi-platform game, Fuse, and our browser based game- Outernauts. We also have been named one of the Best Small Companies to work for! Come check us out!
Game / Level Designer / Creative Director

Sunstorm Games — Las Vegas, NV, USA
[06.04.13]
Game Designer
Sunstorm Games, a Las Vegas based leader in casual mobile games is growing and aggressively seeking a Game Designer for our growing team. We need an individual, preferably with experience in casual / social mobile game design. We are seeking candidates who are passionate about creating fun and innovative game play experiences, and
Game / Level Designer / Creative Director

Tarsier Studios — Malmö, , SWE
[06.04.13]
Design Director
Do you have a passion for Design and a huge amount of knowledge in your field? Do you want to work in a place full of personality, where you are encouraged to push your skills and potential to the limit? Right now, we are looking for a Design Director with the skills and vision to get things done, and done well! Our perfect candidate is both highly organised and fiercely creative; with the ability to inspire, communicate and establish the vision for our game.
Game / Level Designer / Creative Director, Producer / Director / Project Manager, Console / PC Games

CCP - North America — Atlanta, GA, USA
[06.01.13]
Technical Game Designer

Game / Level Designer / Creative Director

Gameloft - New York — New York City, NY, USA
[05.31.13]
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