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May 27, 2016
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May 27, 2016
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How and why a group of modders have kept NHL 2004 on PC alive 1
by Bryant Francis [05.26.16]
Read the unlikely tale of a group of modders who've kept a 13-year-old hockey game alive and up to date.
Programming, Console/PC

Game of War dev using matchmaking tech to beef up New Zealand's transport systems  
by Chris Kerr [05.26.16]
"Soon, entire cities will be networked in one real-time environment, which will create a level of efficiency that the world hasn't seen yet."
Business/Marketing, Programming, Smartphone/Tablet

Blog: Procedural generation - panacea or poison?  
by Gamasutra Community [05.26.16]
Procedural generation systems can be used to create nearly limitless play experiences, but can an algorithm create an experience as compelling as one that is hand-crafted by a designer?
Programming

Don't Miss: What does a game designer do, exactly? 9
by Gamasutra Community [05.25.16]
In this classic blog post, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Embracing fully-localized code for each mobile game territory  
by Gamasutra Community [05.25.16]
"Our decision to create a country-specific version of DDTankM has vastly increased installs -- contributing to a wealth of happy players in Brazil. This is definitely the way to go!"
Business/Marketing, Programming, Production, Art, Smartphone/Tablet

Integrating a Unity game with Steamworks 2
by Gamasutra Community [05.25.16]
"Steamworks SDK is distributed as a native DLL file (*.so when talking about Mac and Linux). In order to make it work with Unity you have to create a binding. Fortunately such binding already exists!"
Programming, Console/PC, Indie


Designing Levels for Crashing  
by Antti Kananen [05.26.16]
Some thoughts and lessons about how Koukoi Games have approached level design for their 3D arena styled non-stop runner game Crashing Season.
Design, Programming, Art, Indie, Smartphone/Tablet

New Unity IAP system. Pros, Cons, Rocks  
by Pavlo Alieinikov [05.26.16]
My name is Pavlo and I want to tell you how Iíve implemented new Unity IAP (from here and after - UIAP) which was released with Unity 5.3, what to expect when working with it, and†what pitfalls you can fall into and how you can overcome them.
Programming, Indie, Smartphone/Tablet

[Development] Try. Die. Repeat.  
by Rodolfo Valezin [05.26.16]
Hello guys, here you will find my first devblog post, where I've wrote how the things started and how they're going on.
Business/Marketing, Programming, Production, Indie

Exploring The Magick System In Eternal Darkness  
by Denis Dyack [05.25.16]
Ever wanted to know more about how Eternal Darkness was created?
Design, Programming

Self-evolving game content using player feedback  
by DaniŽl van der Meulen [05.25.16]
Using procedural content always us to generate a lot of content in a short amount of time. It has, however, pitfalls when it comes to living up to the expectations of the player. But what if we could make our generated content self-evolving?
Design, Programming, Production, Indie, Social/Online, Smartphone/Tablet

Am I doing this Right?!  
by Chris Zampese [05.25.16]
The most persistent question during the development of my first game 'CataPoultry' was 'Am I doing this right'? Turns out, I had the question wrong...
Design, Programming, Indie, Smartphone/Tablet


Lionbridge Technologies — Bellevue, Washington, United States
[05.26.16]
Web Developer (Games)-GES15317


Silicon Studio — Tokyo, Japan
[05.26.16]
Game Engine Software Engineer


Respawn Entertainment — CHATSWORTH, California, United States
[05.25.16]
Server Software Engineer
Respawn is looking for a server based engineer to join our small server team and help us continue to build on our existing backing server infrastructure (aka Stryder). We want someone to implement new features, improve existing ones, and build for high scalability.

Infinity Ward — Woodland Hills, California, United States
[05.25.16]
Core Systems Engineer
Core Systems Engineer

Disruptor Beam — Framingham, Massachusetts, United States
[05.25.16]
Marketing Software Engineer


Disruptor Beam — Framingham, Massachusetts, United States
[05.25.16]
Mobile Software Engineer


Disruptor Beam — Framingham, Massachusetts, United States
[05.25.16]
Platform Engineer


Disruptor Beam — Framingham, Massachusetts, United States
[05.25.16]
QA Automation Engineer


Disruptor Beam — Framingham, Massachusetts, United States
[05.25.16]
UI/UX Designer


SYBO Games — Copenhagen, Denmark
[05.25.16]
Game Play Engineer