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Sponsored: The World of Just Cause 2 - Using Creative Technology to Build Huge Open Landscapes 6
by Linus Blomberg [05.16.13]
A deep technical dive into how the developers of the Just Cause series create their sprawling, seamless open worlds -- exploring all of the tricks and techniques they've developed so far.
Programming, Art, Game Developer Magazine, Console/PC, Sponsored Feature, GD Mag, GD Mag Exclusive

Sponsored Feature: Yesterday's Minimum Spec is Today's Mass Market - Quality Game Performance Made Simple 1
by Intel Visual Computing [05.14.13]
This paper highlights common challenges encountered during the development of three world-class games and how developers used Intel GPA to quickly solve them, resulting in significant performance and quality gains.
Programming, Production, Art, Sponsored Feature

Revisiting Android 1
by Patrick Miller [05.28.13]
Android's reputation lags behind iOS, but its install base certainly does not. Game Developer magazine speaks to developers from across the mobile spectrum to get a bead on the challenges and opportunities the platform offers.
Programming, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet, GD Mag, GD Mag Exclusive

From XNA to MonoGame 12
by Dean Ellis [05.15.13]
If you created a game in XNA, its discontinuation doesn't mean that you have to start over from scratch. Enter MonoGame, an open-source implementation of the XNA 4 API -- and this tutorial to help you use it.
Programming, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet

Programmer, Interrupted 17
by Chris Parnin [04.22.13]
There are many distractions at work, and unfortunately, our understanding of interruption and remedies for restoring focus are not too far from homeopathic cures and bloodletting leeches. But what is the evidence, and what can we do about it?
Programming, Game Developer Magazine, Console/PC, GD Mag, GD Mag Exclusive


Keeping the simulation dream alive 13
by Gamasutra Community [06.06.13]
BioShock Infinite designer Tynan Sylvester examines why complex simulations often fail to impact players -- and how using tricks of the human psyche, you can design ones that will.
Design, Programming, Console/PC, Indie

The art of balancing tower defense games 1
by Gamasutra Community [06.06.13]
Tower defense is a popular genre for indie and mobile games -- and Goal Defense's developer shares the secrets -- and the math -- behind the balance in the popular smartphone game.
Design, Programming, Indie, Smartphone/Tablet

What makes the perfect console for indies? 5
by Gamasutra Community [06.05.13]
From Apple's products to OUYA, from Microsoft to Nintendo -- what platform makes the most sense for indie developers? And Yet It Moves developer Martin Pichlmair considers the issue.
Business/Marketing, Programming, Console/PC, Indie


Deep Plaid Games, one year later  
by Shay Pierce [06.05.13]
I briefly talk about the OMGPOP/Zynga drama, and relate the indie projects I've been working on with my newfound freedom over the past year.
Business/Marketing, Design, Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

iOS interpreted code  
by Kerry Jones [06.04.13]
Apple's iOS Developer Program License Agreement has a confusing and inconsistent policy regarding the use of interpreted code.
Programming, Smartphone/Tablet

BazaarBot: An Open-Source Economics Engine 20
by Lars Doucet [06.03.13]
We have physics engines, so why not economics engines? I present my latest work on a simple open-source free market simulation engine.
Design, Programming, Console/PC, Serious, Indie

Assembling an indie dream team, learning from Big Fish and Grubby Games, and making a roguelike for dancing 3
by John Polson [05.31.13]
The rhythm roguelike Crypt of the NecroDancer developer and IGF 2006 finalist Ryan Clark shares tips on netting big-time indie developers, lessons from shipping 10 games, and more.
Business/Marketing, Design, Programming, Production, Console/PC, Indie

Deploy to platform first (and often) 9
by Karl Schmidt [05.29.13]
When developing games on different platforms (or even a single one), some choose to delay or put off going through the steps to get up and running on your target hardware. This should be one of the first things you do, and here is why.
Programming


YAGER Development — Berlin, Be, DEU
[06.06.13]
Multiplayer Programmer (f/m)
As a Multiplayer Programmer at YAGER you will work with an international team of highly experienced and talented developers that are passionate about their work. Support a team embracing the latest technology on the next generation hardware. You will work closely with engineers, content creators and designers to get the best out of Epic's latest technology and extend it where needed to deliver our shared vision of the game.
Programmer / Engineer

2K Marin — Novato, CA, USA
[06.05.13]
Lead Network Programmer - 2K Marin

Programmer / Engineer

Bluepoint Games, Inc. — Austin, TX, USA
[06.05.13]
Senior Graphics Programmer
Bluepoint Games is a completely independent and financially stable games company comprised of industry veterans who believe that hiring nothing but top talent means better products and a better environment--with less overhead and politics. We are looking for a senior-level GRAPHICS 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.
Programmer / Engineer

2K Marin — Novato, CA, USA
[06.05.13]
Lead AI Programmer - 2K Marin

Programmer / Engineer

2K Games — Novato, CA, USA
[06.05.13]
Tools Programmer - 2K Games

Programmer / Engineer

2K Games — Novato, CA, USA
[06.05.13]
Graphics Programmer - 2K Games

Programmer / Engineer

2K Games — Novato, CA, USA
[06.05.13]
Engine Programmer - 2K Games

Programmer / Engineer

2K China — Shanghai, , CHN
[06.05.13]
Senior Rendering Programmer - 2K China

Programmer / Engineer

2K China — Shanghai, , CHN
[06.05.13]
Senior Server Programmer - 2K China

Programmer / Engineer

Telltale Games — San Rafael, CA, USA
[06.05.13]
Core Technology - Senior Systems Engineer @ Studio of The Year!
Telltale’s Core Engineering group is responsible for developing low-level and mid-level libraries and tools used by Telltale’s multi-platform downloadable game development system; the “Telltale Tool”. The “Telltale Tool” is used by Telltale’s artists, designers and Lua programmers to create tons of amazing content for Xbox, PS3, Wii, iOS, PC, Mac and Android. The Core Engineering group creates true “author once, run anywhere” technology.
Programmer / Engineer