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October 24, 2014
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October 24, 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 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


New social issue games tackle education, big pharma Exclusive  
by Leigh Alexander [10.24.14]
Subaltern Games' No Pineapple Left Behind and Twice Circled's Big Pharma are two new games that represent a humorous, provocative approach to social issues.
Design, Programming, Console/PC, Serious, Indie, Exclusive

Optimizing for mobile VR: Taking Darknet from Oculus Rift to Gear VR 2
by Gamasutra Community [10.23.14]
"Months later, Darknet is indeed hitting 60fps on the phone. The game is fully playable, and I thought it might be nice to share some details about how I sped things up."
Programming, Console/PC, Indie, Smartphone/Tablet

Kinect for Windows SDK updated: Devs can now sell apps through Windows Store 1
by Christian Nutt [10.22.14]
A new, free SDK brings updated functionality to the device, including the ability to launch apps on the Windows Store -- alongside an adapter to use an Xbox One Kinect with the PC.
Business/Marketing, Programming, Console/PC, Indie


Initial thoughts on live user testing for games  
by Johan Hoberg [10.23.14]
What is the purpose of live user testing (closed alpha, closed beta, open beta, and similar) for a game, from a test perspective?
Programming, Console/PC, Social/Online, Smartphone/Tablet

The Musical Box #05: Musical dungeon  
by Marcelo Martins [10.23.14]
The Musical Box features 30 articles focusing on game music production and implementation. Edition #5: The Legend of Zelda: Skyward Sword
Audio, Programming, Production, Console/PC

The Musical Box #06: J-Pop RPG 1
by Marcelo Martins [10.23.14]
The Musical Box features 30 articles focusing on game music production and implementation. Edition #6: The World Ends with You
Audio, Programming, Production, Console/PC

Starpoint Gemini 2: How We Survived and Succeeded On Steam Early Access 2
by Mario Mihokovic [10.23.14]
Our one year in Early Access had a huge impact on production of Starpoint Gemini 2. As the game grew, we also learned more and more on how Early Access program works and how small dev team can benefit from entire experience...
Design, Programming, Production, Console/PC, Indie

Suddenly, Thousands Post Mortem  
by Taro Omiya [10.22.14]
Suddenly, Thousands is a mob-controlling puzzle game developed for Bacon Game Jam 08. In this Post Mortem, we discuss the strength in Suddenly, Thousands' level progression, embracing accidents, and danger of making your development process open-source.
Design, Programming, Indie


Activision Publishing — Santa Monica, California, United States
[10.24.14]
Tools Programmer-Central Team
See job description.

Bluepoint Games, Inc. — Austin, Texas, United States
[10.23.14]
Senior Graphics (or Generalist) Engineer
Bluepoint Games is looking for a SENIOR GRAPHICS (or Generalist) ENGINEER with an interest in cutting-edge graphics and visual effects systems to join our efforts in developing advanced titles for major current- and next-gen consoles.

Intel — Folsom, California, United States
[10.23.14]
Senior Graphics Software Engineer
As a graphics software validation engineer, you will be responsible to work with internal/external stake holders, engage in analysis of requirements, architecture and development of automated tests, test frameworks and libraries for the Scheduling and Memory Management modules of the Intel Graphics Driver for Android or Windows Operating System. You will work to breakdown the architecture and design into validation coverage areas to develop effective, efficient automated tests and deploy them in pre-si and post-si Test Suites.

Wargaming.net — Hunt Valley, Maryland, United States
[10.23.14]
Graphics Software Engineer
Wargaming, the leading free-to-play MMO developer and publisher, at E3 this year announced World of Tanks: Xbox 360 Edition, marking the company√ʬĬôs debut on consoles. Built specifically for the Xbox 360, World of Tanks: Xbox 360 Edition brings the title√ʬĬôs trademark team-based tactical action and free-to-play accessibility to the tens of millions of Xbox Live gamers around the globe. Published by Microsoft and developed by Wargaming Chicago-Baltimore (formerly Day 1 Studios), World of Tanks: Xbox 360 Edition is a free download from Xbox Live, providing unlimited gameplay for Xbox Live Gold members and a limited-time trial for Xbox Live account holders.

Wargaming.net — Chicago, Illinois, United States
[10.23.14]
Graphics Software Engineer
Wargaming, the leading free-to-play MMO developer and publisher is bringing World of Tanks to the Xbox 360, marking the company's debut on consoles. Built specifically for the Xbox 360, World of Tanks: Xbox 360 Edition will bring the title's trademark team-based tactical action and free-to-play accessibility to the tens of millions of Xbox Live gamers around the globe. Wargaming is an award-winning online game developer and publisher and one of the leaders in the free-to-play MMO market. Founded as a privately held company in 1998, Wargaming has shipped more than 15 titles and employs over 1300 people across such key regions as North America, Europe, Russia, Asia, and Australia.

WB Games — Kirkland, Washington, United States
[10.23.14]
Principal Technical Artist
Warner Bros. Games Inc. seeks a Principal Technical Artist for the WBG Monolith Art department. The Principal Technical Artist is an individual contributor who is a recognized expert in their field and holds a wealth of knowledge in dealing with the technical issues around content creation for video games.

Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[10.23.14]
Senior Software Engineer


CCP — Newcastle, England, United Kingdom
[10.23.14]
Senior Backend Programmer


Guerrilla Games — Amsterdam, Netherlands
[10.23.14]
Animation System Programmer


Square Enix Co., Ltd. — Tokyo, Japan
[10.23.14]
Programmers