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April 28, 2015
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The SCUMM Diary: Stories behind one of the greatest game engines ever made 13
by Staff, Mike Bevan [07.12.13]
It's rare that the mention of a video game engine can elicit emotions nearly as strong as the games that it powers, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder tells the stories behind the well-regarded engine.
Design, Programming, Production

Dirty Game Development Tricks 22
by Game Developer Magazine Staff [06.24.13]
One of Game Developer's most popular features was our "Dirty Coding Tricks" bit from 2009, where we got devs to open up about some of their ugly hacks -- and in 2013 we're back with nine new from-the-trenches stories, including a few unorthodox tricks from other dev disciplines besides programming.
Programming, Game Developer Magazine, Console/PC, GD Mag Exclusive

Postmortem: Treyarch's 2002 hit, Spider-Man 2
by Jamie Fristrom [06.21.13]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
Design, Postmortem, Programming, Production, Exclusive, GD Mag Exclusive

Postmortem - Sony Santa Monica's God of War: Ascension 11
by Whitney Wade, Chacko Sonny [06.19.13]
In this postmortem from the final issue of Game Developer, Sony Santa Monica senior producer Whitney Wade and director of internal development Chacko Sonny discuss bringing multiplayer to the God of War experience.
Business/Marketing, Design, Postmortem, Programming, Production, Console/PC, GD Mag Exclusive

Advanced Audio Streaming in Unity 12
by Ben Long, Fredrik Kaupang [06.06.13]
In the midst of making a simple casual game as part of a personal jam, Ben Long and Fredrik Kaupang uncovered a great trick for streaming audio in Unity.
Audio, Programming, Indie, Smartphone/Tablet


Video: Brian Moriarty's classic postmortem of Loom  
by Staff [04.27.15]
At GDC 2015 Loom creator Brian Moriarty delivered a Classic Game Postmortem on the game's intriguing development, its unique innovations and its lasting impact on the industry.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Video, Vault

Get a job: Twisted Pixel seeks an experienced Systems Engineer  
by Staff [04.27.15]
'Splosion Man creator Twisted Pixel Games is aiming to bring on a senior (or at least mid-level) engineer to work on developing game dev tools and systems at its studio in Austin, Texas.
Programming, Console/PC, Indie, Recruitment

Don't Miss: The postmortem of Never Alone's cross-cultural design Exclusive 1
by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
Audio, Exclusive, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing


The Hobbyist Coder #3 : 2D platformers pathfinding - part 1/2  
by Yoann Pignole [04.27.15]
On this third episode of the "hobbyst coder", I would like to share my approach to 2d platformer pathfinding. In this first part, we'll be talking about the navigation mesh generation...
Design, Programming, Console/PC, Indie

Improve player retention reacting to behavior [Server Scripts]  
by David Xicota [04.27.15]
Picture this. Youíve fought hard to release your game, you get many downloads, BUT players get tangled up in level #8 and canít get past it. According to analytics, they seemed to enjoy the game so far, but now they log in at lower rates. What's going on?
Business/Marketing, Programming, Social/Online, Smartphone/Tablet

How do I know if something is in the public domain?  
by Zachary Strebeck [04.27.15]
Game lawyer Zachary Strebeck looks at common questions about copyright and the public domain. Depending on the facts, there could still be legal protection.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

What! Rect is not the shortened of Rectangle?  
by Tapir Liu [04.27.15]
a funny experience of a programmer whose native language is not English
Programming, Production, Serious, Indie, Social/Online, Smartphone/Tablet

Towards Realtime Deformable Worlds: Why Tetrahedra Rule, Voxels Drool 1
by Leonard Ritter [04.23.15]
In this article I provide a chronicle of our turbulent terrain development, what lessons I've learned and what's next. Also, why tetrahedra (probably) rule and voxels (mostly) drool.
Design, Programming, Art, Indie


InnoGames GmbH — Hamburg, Germany
[04.28.15]
Software Developer PHP (m/f)
Software Developer PHP (m/f)

InnoGames GmbH — Hamburg, Germany
[04.28.15]
Software Developer C++ Mobile (m/f)
Mobile Developer C++ (m/f)

InnoGames GmbH — Hamburg, Germany
[04.28.15]
Mobile Developer iOS (m/f)
Mobile Developer iOS (m/f)

InnoGames GmbH — Hamburg, Germany
[04.28.15]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

InnoGames GmbH — Hamburg, Germany
[04.28.15]
Payment Frontend Developer (m/f)
Payment Frontend Developer (m/f)

InnoGames GmbH — Hamburg, Germany
[04.28.15]
QA Technical Tester (m/f)
QA Technical Tester (m/f)

Sony Computer Entertainment America LLC — San Diego, California, United States
[04.27.15]
Staff SW App Engineer
Sony San Deigo Online Technology Group is looking for a Staff SW App Engineer!

Evertoon — San Francisco, California, United States
[04.27.15]
Senior Mobile Engineer at Animated-Movie Startup


Off Base — San Francisco, California, United States
[04.27.15]
Game Platform Engineer
We are creating media focused console applications for the Sony PS4 & Xbox One.

Mark Media — Toronto, Ontario, Canada
[04.27.15]
Lead Programmer