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July 25, 2014
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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 20
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


Game developer layoffs were up in 2013, according to new survey Exclusive 3
by Kris Graft [07.24.14]
While previous years have seen a downward trend in layoffs, 2013 saw a slight increase, according to Gamasutra's Game Developer Salary Survey 2014.
Audio, Exclusive, Smartphone/Tablet, Social/Online, Console/PC, Art, Production, Programming, Design, Business/Marketing

Get a job: Turbine is hiring a Mobile Software Engineer  
by Staff [07.23.14]
The house responsible for Lord of the Rings Online and the Infinite Crisis MOBA needs a software engineer to work on mobile projects in its Needham, Massachusetts office.
Programming, Production, Console/PC, Social/Online, Recruitment

6 key points from the 2014 Indie Salary Report Exclusive 11
by Kris Graft [07.23.14]
This is the fifth year for the indie developer salary report, in which we survey non-salaried game developers. 2013 was a mixed bag overall, with some salaries up, some down year-on-year.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie, Exclusive


Introduction to Steering Behaviours  
by Juan Felipe Belon Perez [07.24.14]
Sometimes we play with AI's that looks smart, how are they doing it?. I'll give you a reason to believe in automated steering behaviours for your next game AI.
Design, Programming, Console/PC, Indie, Smartphone/Tablet

Killing a horse with text 4
by Benoit Prezeau [07.23.14]
Thoughts about describing the act of killing in a text-based CRPG.
Design, Programming, Console/PC, Indie

Interview with a Casual Game Dev moving to Hardcore Game Dev by Me  
by Renante Silvestre [07.23.14]
For my birthday I interviewed myself, here's how it went.
Design, Programming, Serious, Indie

Antialiasing Procedural Shaders in the Unreal Engine 1
by Kenneth Arcieri [07.21.14]
Procedural shaders don't share the same luxuries as texture maps when it comes to antialiasing. In this post I explain how I implemented a antialiasing method called "frequency clamping" to remove undesired artifacts from my materials.
Programming, Console/PC, Indie

Unity Optimizing For Mobile Using SubTile Meshes  
by Mark Hogan [07.21.14]
Making your Unity game run smoothly on low end devices can be tricky, particularly if you're using the indie version. This post shows a way of authoring your 3D to reduce drawcalls while still making use of tiled textures.
Programming, Art, Console/PC, Indie, Smartphone/Tablet


Giant Sparrow — Santa Monica, California, United States
[07.24.14]
Gameplay and Tools Programmer


Electronic Arts — Los Angeles, California, United States
[07.24.14]
Software Engineer
Systems Programmer-DICE L.A.

Petroglyph Games — Las Vegas, Nevada, United States
[07.24.14]
Unity Engineer


GREE International — San Francisco, California, United States
[07.24.14]
Senior Software Engineer, Unity
Senior Software Engineer, Unity

GREE International — San Francisco, California, United States
[07.24.14]
Engineering Manage - Game Server
Engineering Manager - Game Server

GREE International — San Francisco, California, United States
[07.24.14]
Senior iOS Developer
Senior iOS Developer, Game Studio

InnoGames GmbH — Hamburg, Germany
[07.24.14]
Backend Developer Marketing / CRM (m/f)
Backend Developer Marketing / CRM (m/f)

InnoGames GmbH — Hamburg, Germany
[07.24.14]
Mobile Developer iOS (m/f)
Mobile Developer iOS (m/f)

InnoGames GmbH — Hamburg, Germany
[07.24.14]
Software Developer C++ Mobile (m/f)
Mobile Developer C++ (m/f)

InnoGames GmbH — Hamburg, Germany
[07.24.14]
Software Developer Flash (m/f)
Software Developer Flash (m/f)