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January 30, 2015
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January 30, 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 21
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

Get a job: Hangar 13 seeks a Graphics and Rendering Engineer  
by Staff [01.29.15]
2K Games' newest studio, the Novato-based Hangar 13, is hiring a seasoned graphics programmer to work on researching, developing and debugging graphics tech in its Novato, CA offices.
Programming, Console/PC, Recruitment

Road to the IGF: Justin Smith's Desert Golfing Exclusive  
by Leigh Alexander [01.29.15]
Continuing our Road to the IGF series of interviews with nominees, we speak to Desert Golfing creator Justin Smith about his Nuovo Award-nominated surprise hit, an infinite and improbable existential cruise.
Design, Programming, Art, Indie, Smartphone/Tablet, Exclusive, IGF

Game jams, and the difference between hacking and engineering 7
by Gamasutra Community [01.28.15]
Lessons learned when coding late at night on a tight deadline: "The issue of hackers vs. engineers is often framed as a question of identities, as a clash of cultures. I don't think that's healthy."
Programming, Console/PC, Indie

Game Jam 2015!  
by Joseph Austin [01.29.15]
My personal feelings and experience of the Global Game Jam. What it meant to me.
Design, Programming, Indie

Steam’s Monopoly and the Uphill Battle for Competition  
by Josh Bycer [01.29.15]
Today's post examines the challenges of finding another company capable of competing with Steam and despite so many people hoping for a competitor, Steam is going to remain #1 for a very long time.
Business/Marketing, Design, Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Lessons Learned: Localizing Puppet Punch in 10 languages - Part 1 2
by Arpita Kapoor [01.29.15]
If you are looking at localizing your mobile game, this blog post will help you plan well in advance, take quicker, smarter choices and save you time and frustration, that localizing in various languages brings with itself.
Programming, Smartphone/Tablet

GGJ15: Magnet Arena  
by Javier Galvez Guerrero [01.28.15]
Last weekend we joined the Global Game Jam 2015 event and we had so much fun while developing Magnet Arena, a simple game based in the air hockey arcades.
Design, Programming, Art, Indie

Global Game Jam 2015 Post Mortem - Girl's Flu  
by WY Leong [01.27.15]
A team of two indie game developers participated in the IGDA Malaysia-hosted Global Game Jam 2015 event. Here's a post-mortem from the programmer's perspective.
Design, Programming, Console/PC, Indie

Cloud Imperium Games — Austin, Texas, United States
Associate Server Engineer

Cloud Imperium Games — Austin, Texas, United States
Reliability Engineer

n-Space — Orlando, Florida, United States
Senior Gameplay Engineer
n-Space is seeking an experienced Engineer for our gameplay team on an exciting new project. You will be working with a small, agile, and tightly knit team that is engaged and passionate about making an extremely high quality experience for our players. Candidates should have a love of games and enjoy working closely with designers and artists in a creative and supportive atmosphere. The project is an upcoming high-profile action RPG for PC, Xbox One, and PlayStation 4.

Vicious Cycle Software — Morrisville, North Carolina, United States
Tools/Engine Programmer

Beachhead / Activision — Santa Monica, California, United States
Lead Unity Engineer - Beachhead
See job description.

Raven Software / Activision — Madison, Wisconsin, United States
Senior UI Engineer - Raven
See job description.

Raven Software / Activision — Madison, Wisconsin, United States
Sr. Gameplay Engineer - Raven
See job description.

Tic Toc Games — North Hollywood, California, United States

Cloud Imperium Games — Austin, Texas, United States
Database Systems Architect

City State Entertainment LLC — Fairfax, Virginia, United States
Senior Graphics Engineer