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October 31, 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

Just a level solver: Why my puzzle game took over a year to complete  
by Gamasutra Community [10.30.14]
"I was stumped. Out of optimization ideas, I considered giving up. Maybe I could just put in the best solutions I found on my own and make it a competition for my players to beat those scores?"
Design, Programming, Indie, Smartphone/Tablet

Get a job: CCP is seeking a Senior Backend Programmer  
by Staff [10.30.14]
CCP is looking to add a strong industry experienced Backend Programmer to its programming team in the Newcastle Studio, UK.
Programming, Console/PC, Recruitment

Don't Miss: The neuroscience of survival horror 14
by Maral Tajerian [10.30.14]
How do survival horror games like The Evil Within work on our brains? Neuroscientist M. Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space and Silent Hill in this classic feature.
Audio, Design, Programming, Art, Console/PC, Indie

How I got my Dream Job in the Gaming Industry  
by Vikrant Agarwal [10.30.14]
My long journey to getting a job in the gaming industry
Business/Marketing, Programming, Production, Console/PC, Social/Online

The Musical Box #10: Brave as a Frog  
by Marcelo Martins [10.29.14]
The Musical Box features 30 articles focusing on game music production and implementation. Edition #10: Battletoads
Audio, Programming, Production, Console/PC

The Musical Box #11: Musical Clues  
by Marcelo Martins [10.29.14]
The Musical Box features 30 articles focusing on game music production and implementation. Edition #11: L.A. Noire
Audio, Programming, Production, Console/PC

A picture paints a thousand words: Choosing screenshots for your iOS app  
by Simon Hill [10.29.14]
Today we're going to take a look at how to create good display screenshots for your iOS app page in the App Store. We'll discuss the technical requirements, how to stand out with overlaid text, or lifestyle photos, the importance of localization, and what
Business/Marketing, Design, Programming, Art, Smartphone/Tablet

Just a level solver: Why my simple puzzle game took me over a year to complete  
by Jonah Wallerstein [10.28.14]
I ran in to many roadblocks on my path to create and release my first polished game. But one of the most frustrating and interesting ones was the difficulty in writting a program that was better at my game than I was.
Design, Programming, Indie, Smartphone/Tablet

Amazon — Seattle, Washington, United States
Sr. Software Development Engineer - Game Publishing

Intel — Folsom, California, United States
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.

Pocket Gems — San Francisco, California, United States
Software Engineer - Mobile, Backend & Tools

Grover Gaming — Greenville, North Carolina, United States
3D Generalist / Artist

CCP — Newcastle, England, United Kingdom
Senior Backend Programmer

Guerrilla Games — Amsterdam, Netherlands
Animation System Programmer

Square Enix Co., Ltd. — Tokyo, Japan

Blizzard Entertainment — San Francisco, California, United States
iOS Engineer, San Francisco
Do you love games, especially Blizzard games? How about building engaging experiences for mobile devices? Awesome, because we here on’s mobile team are looking for a talented software engineer to join our group and help bring Blizzard’s trademark polish to iOS and in turn to millions of our players worldwide.

DeNA — San Francisco, California, United States
Software Engineer, Game Server
At DeNA our goal is to make the best mobile social games in the world and our game servers are central to that goal. Simply put, we're looking for talented and driven server engineers who are interested in building highly scalable game servers for hit titles. Our game server engineers build software that juggles the needs of a massive user population.

DeNA — San Francisco, California, United States
Full Stack Engineer, Games
You love to build things. Maybe its because you played with Legos growing up. Building is what you shall do at DeNA. We are looking for you to join us in building dynamic, networked games for the iPhone and Android devices. You will work with a team of talented engineers in a fun and focused environment to create the very foundation of our company – the games. We’ll expect you to participate and contribute to the growth of our company by speaking up and being heard.