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December 22, 2014
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December 22, 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


Get a job: Cignition seeks a Game Programmer  
by Staff [12.22.14]
Palo Alto-based game startup Cignition is looking to bring on a programmer well-versed in C++, C# and Unity to work on the studio's debut title across PC and mobile platforms.
Programming, Console/PC, Smartphone/Tablet, Recruitment

2015 IGF announces Design, Audio juries  
by GDC Staff [12.22.14]
Proceedings are well underway for the jurying phase of the 2015 Independent Games Festival, in which discipline-specific experts play and discuss the merits of the nearly 650 games entered.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

How to solve the PC resolution problem 16
by Gamasutra Community [12.19.14]
"One of the biggest problems with creating a PC game is figuring out what resolution to use, and how to give the users the same experience regardless of the size of screen with which they view the game."
Programming, Art, Console/PC, Indie


Plague, Inc. Evolved Pathological Speed Chess  
by Mary Lee Sauder [12.22.14]
Plague, Inc. Evolved is a strategy game about wiping out humanity with a plague. I hate strategy games and disease, but I love this thing. Its use of pacing and tension craft a unique experience every time - a storytelling device unique to games.
Audio, Design, Programming, Art, Console/PC, Smartphone/Tablet

The aiming system in Scraps, a third-person vehicle combat game  
by Bill Borman [12.22.14]
Scraps is a vehicle combat game where you build your vehicle from parts, so vehicles can have all sorts of different weapon loadouts. This post goes into detail about how aiming is handled in the unique situation the game presents.
Design, Programming, Console/PC, Indie

Please Encapsulate your Fields 1
by Lior Tal [12.22.14]
A quick and simple solution for keeping your Unity scripts well encapsulated.
Programming, Console/PC, Indie, Smartphone/Tablet

The Birth of The Octagon Theory, Part 2 2
by Theron Huffman [12.22.14]
The story of how I, a retired 45+ year resident of Tokyo, Japan from Johnstown PA, got into game development with Unity 3D, and why my slogan is: "35+ years of coding and only one game to show for it."
Programming, Indie

Advice For New Gear VR Developers  
by E McNeill [12.19.14]
Some tips on developing for the Gear VR, the mobile VR headset from Samsung and Oculus.
Design, Programming, Production, Indie, Smartphone/Tablet


Nix Hydra — Los Angeles, California, United States
[12.22.14]
Programmer


Bungie LLC — Bellevue, Washington, United States
[12.22.14]
Engine Programmer (Experienced)


Bungie LLC — Bellevue, Washington, United States
[12.22.14]
Tools Engineer (Lead)


AMI Entertainment Network, LLC — Trevose, Pennsylvania, United States
[12.22.14]
Unity 3D Game Programmer


Sega Networks Inc. — Madison, Wisconsin, United States
[12.22.14]
Mobile Game Engineer


Nordeus — London, England, United Kingdom
[12.22.14]
Lead Game Designer


CI Games S.A. — Warsaw, Poland
[12.22.14]
Senior Programmer


Cignition — Palo Alto, California, United States
[12.22.14]
Game Programmer
We are looking for a passionate game programmer to join an innovative team that blends great gameplay with a unique take on education. As a member of a startup, you will be expected to wear many hats and be required to prototype, develop core features, and optimize for target platforms. You will have the opportunity to collaborate with designers, artists, other developers, scientists, and subject-matter experts to help define the vision for our projects. This is a great opportunity to get in on the ground floor of a growing team that is developing a truly original series of games and interactive experiences.

En Masse Entertainment — Seattle, Washington, United States
[12.19.14]
Network Engineer
En Masse Entertainment (EME) is seeking an experienced and collaborative Network Engineer to help us build, automate, and maintain our network infrastructure. You will be working with high end Cisco, Juniper, Citrix, F5, and Netapp equipment in our flagship data center.

Sucker Punch Productions — Bellevue, Washington, United States
[12.19.14]
IT Administrator