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December 7, 2016
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Inside one modder's seven-year quest to revive The Matrix Online 1
by Alissa Mcaloon [12.07.16]
The Matrix Online officially shut down in 2009, but one modder has been working dutifully ever since to restore the MMO to its former glory.
Programming, Console/PC

Blog: Designing side-scrolling action platformer, Gunvolt - Part 1  
by Gamasutra Community [12.07.16]
Yacht Club Games programmer David D'Angelo gives us a closer look at the nitty gritty game dev behind Inti Creates' action platformer, Gunvolt.
Design, Programming, Console/PC

Blog: The complete guide to Unity and Git 4
by Gamasutra Community [12.07.16]
Indie developer Tim Pettersen wants to teach you how to track and build Unity projects with Git & Git LFS.
Programming, Production

Best of 2016: The 4 years of self-imposed crunch that went into Stardew Valley 49
by Chris Baker [12.06.16]
In this 2016 gem, dev Eric Barone talks about the 4 years of 70-hour weeks that went into Stardew Valley. "You should be free to work yourself to the bone, but not to force someone else to."
Design, Programming, Production, Art, Indie

Get a job: Industrial Light & Magic xLab is hiring a Gameplay Programmer  
by Staff [12.06.16]
ILMxLAB is looking for a Gameplay Programmer to design and implement solutions for gameplay mechanics, write polished and optimized code, and collaborate with artists and engineers in San Francisco, CA.
Programming, Console/PC, Recruitment

Google DeepMind releases open-source AI research tool, DeepMind Lab 1
by Alissa McAloon [12.06.16]
In the spirit of furthering AI development, Google DeepMind has publicly released a variant of the resource used by the company to test AI agents.
Programming, Console/PC

Video Game Deep Cuts: Zelda in Shenzhen Westworld  
by Simon Carless [11.27.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines classic Zelda, contemporary Shenzhen I/O, & Westworld's VR experiment.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Deep Space Exploration: Generating Design Challenges 1
by Michael Cook [11.25.16]
Game design is fun, when you're not crushing bugs! This is a quick introduction to No Second Chance, an app we're making at The Metamakers Institute about game design as creative play.
Design, Programming, Social/Online, Smartphone/Tablet

Swap Fire: My First Console Game  
by Jeremy Alessi [11.23.16]
How we turned our 2012 7DFPS entry into a Nintendo Wii U couch multiplayer extravaganza for up to four combatants and one lucky commentator.
Audio, Business/Marketing, Design, Programming, Production, Art

Procedural Generation, and the problem of Player Perception 16
by Dan Marshall [11.10.16]
The Swindle's Procedural Generation has a weird flaw that causes people to get angry and tell me it's broken even though it works exactly as intended. Here's what I did wrong, and the lesson I learned.
Design, Programming

Tiny Houses and When To Throw Away Code  
by Benjamin Quintero [11.07.16]
As productivity increases, efficiency is decreasing. There is a breaking point. Maybe the tiny house movement can teach us all a little something about ourselves.

A Brief History of RTS AI Research 2
by Ben Weber [11.06.16]
Some of the events leading up to the announcement of the Blizzard and DeepMind AI collaboration.
Programming, Console/PC

Frima Studio — Quebec, Quebec, Canada
Technical manager – Tools & support team
Playing a key role in the game production process, the tools & support team has a lasting impact on up to fifteen projects developed simultaneously.The technical manager meets with the production team in order to outline, analyse and understand their needs; this is done regularly during the entire duration of the projects. He is tasked with analysing and optimising production pipeline processes, to which end he manages a team of twelve people, including a project manager in charge of operations.

Lionbridge Technologies — Bellevue, Washington, United States
Games Website Developer (#2346)

DepthKit — Brooklyn, New York, United States
Graphics Engineer

2K — Novato, California, United States
We are looking for someone with a deep and intuitive knowledge of the theoretical fundamentals of rendering. You’ll also need to have an understanding of contemporary game graphics platforms, including low-level familiarity with console platforms from the graphics API level down to CPU & GPU functionality and performance.

Cat Daddy Games — Kirkland, Washington, United States

Age of Learning, Inc. — Glendale, California, United States
Software Engineer - Unity

Industrial Light & Magic — San Francisco, California, United States
ILMxLAB Gameplay Programmer
ILMxLAB is looking for a experienced Gameplay Programmer to join our team in San Francisco, CA.

Visual Concepts — Novato, California, United States
Senior Game Scripter
Senior Game Scripter driving the cinematic and broadcast-style contact for sports games!

Velan Studios — Troy, New York, United States
Physics Programmer

Vicarious Visions / Activision — Albany, New York, United States
Senior Software Engineer - Destiny