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July 29, 2014
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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 21
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 18
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 ups and downs of doing online multiplayer as an indie 11
by Mike Rose [05.12.14]
Including online multiplayer is a difficult task, particularly for small teams. We speak to indies who've been in the trenches to get their take.
Design, Indie

Friends forever: The story of Sportsfriends 1
by Mike Rose [05.05.14]
Douglas Wilson and Bennett Foddy talk us through how Sportsfriends came about, from the troubles of publishing J.S. Joust on its own, to finding the perfect four games for the package.
Design, Postmortem, Production, Console/PC, Indie, Crowdfunding, Advanced Input and Output

GDC Europe adds talks from Fireproof Studios and Chris Roberts  
by GDC Staff [07.29.14]
Fireproof cofounder Barry Meade and game industry veteran Chris Roberts join the lineup of speakers exploring the art and business of games at GDC Europe 2014 this August in Cologne.
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet, GDC Europe

Blog: Game-jamming in Taiwan 1
by Gamasutra Community [07.29.14]
A story about fostering a tight-knit video game development community -- and throwing game jams -- in Taiwan.
Design, Production, Indie

Blog: The benefit of nostalgia in video game culture  
by Gamasutra Community [07.29.14]
"Nostalgic design helps preserve the heritage of the games industry that might otherwise be lost to new generations of gamers."

HOPA/adventure game art: How to set the right object scale  
by Junxue Li [07.29.14]
A tip about how to quickly set the correct size for all the objects in a 3D scene. I think this tip is not only useful to artists who work for HOPA/adventure games, but also to guys who handle 3D scenes for all kinds of purpose.
Design, Production, Art, Social/Online, Smartphone/Tablet

What if Tetris were an infinite runner?  
by Nico Saraintaris [07.29.14]
Some thoughts on Kapsula (just released!) and that warming feeling you want to generate when working on your game.
Design, Indie

Why I'm no longer participating in game jams 2
by Folmer Kelly [07.28.14]
Game Jams have rapidly become an indie mainstay, but at what cost?
Business/Marketing, Design, Production, Art

Darknet Puzzle Generation  
by E McNeill [07.28.14]
How the puzzles in Darknet are procedurally generated.
Design, Programming, Indie

Leaderboards - the original and best social feature ...  
by John Griffin [07.28.14]
Leaderboards are an incredibly effective social feature that can be easily added to a game. They are primarily used to increase a games retention and engagement but can also be used to drive up player acquisition.

Treyarch / Activision — Santa Monica, California, United States
Associate Cinematic Animator (temporary) - Treyarch
Come work in sunny Santa Monica!

Treyarch / Activision — Santa Monica, California, United States
Senior Environment Concept Artist - Treyarch (temporary)
Come work in sunny Santa Monica! — Chicago, Illinois, United States
User Experience Lead
Wargaming, the leading free-to-play MMO developer and publisher is bringing World of Tanks to the Xbox 360, marking the company's debut on consoles. Built specifically for the Xbox 360, World of Tanks: Xbox 360 Edition will bring the title's trademark team-based tactical action and free-to-play accessibility to the tens of millions of Xbox Live gamers around the globe. Wargaming is an award-winning online game developer and publisher and one of the leaders in the free-to-play MMO market. Founded as a privately held company in 1998, Wargaming has shipped more than 15 titles and employs over 1300 people across such key regions as North America, Europe, Russia, Asia, and Australia.

University of Oklahoma - Norman — Norman, Oklahoma, United States
Game Art Director

24 Seven Inc — Los Angeles, California, United States
Game Programmer

Galxyz Inc. — Mountain View, California, United States
Narrative Writer for Interactive Media
The Narrative Writer will take ownership of writing a series of narrative-themed interactive learning experiences for a cutting-edge games & learning product

American Girl — Middleton, Wisconsin, United States
Game Developer

Firaxis Games — Sparks, Baltimore, Maryland, United States
Senior Visual Effects Artist

Nordeus — Belgrade, Serbia
Senior Game Designer

2K — Novato, California, United States
Level Architect