 |

|
 |

| |
|
On Bringing Modern Warfare 2 To Life
by Chris Remo
[11.06.09]
Gamasutra sits down with Joel Emslie, Call Of Duty: Modern Warfare 2's lead character artist, to discuss the processes by which the most respected name in war games gets its considerable visual punch.
[3]
Game Design, Visual Art, Interview
|
|
| |
|
Games Demystified: Dissidia Final Fantasy
by Jeremy Alessi
[11.05.09]
In each Games Demystified column, developer Jeremy Alessi unpacks the technique behind a game's signature gameplay -- complete with a demo -- and this time, he's be covering the Tony Hawk-esque rail grinding of Dissidia: Final Fantasy.
[1]
Game Design
|
| |
|
Building Social Success: Zynga's Perspective
by Christian Nutt
[11.04.09]
Zynga's business development VP Hugh de Loayza talks in detail to Gamasutra about not just what makes social games successful, but why developers like Brian Reynolds, who left Big Huge Games for Zynga, are attracted to the social games space -- besides the potential profits.
[4]
Business, Game Design, Interview
|
| |
|
Valve's Writers And The Creative Process
by Kris Graft
[11.02.09]
In a rare interview, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw talk in-depth on the narrative structure and pithy quips behind critically feted games like Half-Life 2, Portal, and Left 4 Dead 2.
[11]
Business, Game Design, Visual Art, Interview
|
| |
|
Sony's Software Strategy: Shuhei Yoshida Speaks
by Thomas Puha
[10.30.09]
Sony Worldwide Studios president Shu Yoshida took over from Phil Harrison last year with a strong mandate -- Gamasutra talks to him about strategies for the motion controller, relationships with third parties, changing attitudes for PSP game support, and much more.
[3]
Business, Game Design, Interview
|
| |
 |
In-Depth: Inside The Making Of High Voltage's The Conduit
by Staff
[08.19.09]
Extracting from a postmortem of High Voltage Software's The Conduit, Gamasutra looks at how the Wii first-person shooter's team battled with scheduling and tech issues to stay on focus and ship the game.
PC, Console, Originals, Design, Production
|
|
| |
 |
Illuminate Labs' Beast, Emergent's Gamebryo LightSpeed Unveil Integration
by Leigh Alexander
[08.10.09]
Rendering and lighting tech maker Illuminate Labs says its Beast global lighting solution can now work with Emergent's Gamebryo Lightspeed development platform through a new integration.
PC, Console, Art, Design
|
| |
 |
Gamasutra Expert Blogs: From Morals To Exhaustion
by Chris Remo
[07.09.09]
In the latest highlights from Gamasutra's Expert Blogs, industry veterans write in depth about infusing games with morality, balancing weapons, and the pluses and minuses of going indie.
PC, Console, Originals, Programming, Design, Production
|


| |
|
Crystal Dynamics —
Redwood City,
CA,
USA
[11.06.09]
Sr. Level Designer
Crystal Dynamics is looking for a talented, enthusiastic, and highly motivated individual who will direct and manage all aspects of level creation and definition so that the design process runs cohesively with the core experience of our projects. For this role, we are looking for an individual with outstanding communication skills and a proven track record in level design.
Game / Level Designer / Creative Director
|
|
| |
|
Snowblind Studios —
Bothell,
WA,
USA
[11.06.09]
Lead Designer - Snowblind Studios - #114430
Benefits Include:
Incentive Plan, 401(k) matching contribution, relocation assistance, referral award program, tuition reimbursement program, adoption assistance program, employee discount program, 20 days personal leave per year, 10 holidays per year (one is floating), company parties and movie outings, medical/dental/vision (employee is 100% paid, dependents are 80% paid), life, AD&D, LTD, FSA, EAP.
Game / Level Designer / Creative Director, Producer / Director / Project Manager
|
| |
|
Gargantuan Studios —
San Mateo,
CA,
USA
[11.06.09]
Lead World Designer
Game / Level Designer / Creative Director
|
| |
|
Microsoft Game Studios —
Redmond,
WA,
USA
[11.06.09]
Multiplayer Game Design Lead - Halo
Game / Level Designer / Creative Director
|
| |
|
Radical Entertainment / Activision —
Vancouver,
BC,
CAN
[11.06.09]
Mission Designer (Intermediate)
Radical Entertainment, an operation of Activision Blizzard, Inc. is a leading developer of interactive entertainment. We are proud to have released hit titles such as Scarface: The World is Yours, Hulk Ultimate Destruction and Crash of the Titans. We are continuing to work on licensed properties and are set to deliver an original title, Prototype, in 2009. Our 50,000+ square foot studio situated on the cusp of downtown Vancouver, overlooks the coastal mountains and offers a fully stocked kitchen, in-house gym, log cabin, ski lift tickets, art gallery passes and a wide variety of training, mentorship and career development initiatives. At Radical we’re here to create great games and learn and have fun doing it. Our motto is simple: Play Work Live Breathe Games!
Game / Level Designer / Creative Director
|
| |
|
Radical Entertainment / Activision —
Vancouver,
BC,
CAN
[11.06.09]
Senior Level Designer
Radical Entertainment, an operation of Activision Blizzard, Inc. is a leading developer of interactive entertainment. We are proud to have released hit titles such as Scarface: The World is Yours, Hulk Ultimate Destruction and Crash of the Titans. We are continuing to work on licensed properties and are set to deliver an original title, Prototype, in 2009. Our 50,000+ square foot studio situated on the cusp of downtown Vancouver, overlooks the coastal mountains and offers a fully stocked kitchen, in-house gym, log cabin, ski lift tickets, art gallery passes and a wide variety of training, mentorship and career development initiatives. At Radical we’re here to create great games and learn and have fun doing it. Our motto is simple: Play Work Live Breathe Games!
Game / Level Designer / Creative Director
|
| |
|
THQ, Kaos Studios —
New York,
NY,
USA
[11.06.09]
Game Designer
THQ, Kaos Studios is seeking a Game Designer to join our growing development team. We are currently working on the newly announced "Homefront" FPS. Check out our website for more information on the project, living/working in the New York City area, and our awesome studio culture.
www.kaosstudios.com
Game / Level Designer / Creative Director
|
| |
|
Vigil Games —
Austin,
TX,
USA
[11.06.09]
Senior Game Designer – Warhammer 40K MMO
In 2006, Vigil Games in Austin, TX became a part of the rapidly expanding THQ family. We are at work on the soon to be released Darksiders and the Warhammer 40K MMO. We at Vigil are on a mission to develop the kind of experience that gamers remember forever. If this sounds like your kind of place and you are a talented and passionate game developer, please take a look at our currently open positions and apply today.
Game / Level Designer / Creative Director
|
| |
|
Demiurge Studios —
Cambridge,
MA,
USA
[11.06.09]
Senior Game Designer
Demiurge Studios is an independent game developer, located near Boston. We maintain a creative, energetic atmosphere where individual input matters. We work on high profile games for pc and the latest consoles. We offer competitive salaries, benefits and sane working hours. What more could you ask for?
We're looking for an experienced game designer. Communication, organization and leadership are key. We want talent, we want imagination, we want design. Our team is growing - come join us!
Game / Level Designer / Creative Director
|
| |
|
THQ, Kaos Studios —
New York,
NY,
USA
[11.06.09]
Game Designer
THQ, Kaos Studios is seeking a Game Designer to join our growing development team. We are currently working on the newly announced "Homefront" FPS. Check out our website for more information on the project, living/working in the New York City area, and our awesome studio culture.
www.kaosstudios.com
Game / Level Designer / Creative Director
|
|
 |