May 2, 2016
Global Brand Manager
The Walt Disney Company
Lead SWE Graphics/Rendering
Server Engineer (Contract)
War Drum Studios
Game and Systems Programmer
May 2, 2016
How to showcase a VR game at PAX
No, You Canít Just Take Someone Elseís Work Off The Internet To Use In Your Game!
Consequences in Games
Optimizing AI for The Magic Circle
tinyBuild's guide to PAX and game conventions
May 2, 2016
Guilds Team Up For
Grey Dog Software
Asynchronous coming to
Space Food Truck
ARK: SURVIVAL OF THE
Peter Meyenburg Joins
InnoGames as Head of
DevGAMM Moscow 2015
Game UX Summit
Durham, United States
Consumer Virtual Reality
2016 PlayX4 Game Show in South Korea, Game Exhibition
Il-San, South Korea
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Game Developer Quality-of-Life Survey
What about the long hours, frequent layoffs, and crunch phases the game industry is notorious for? Are you confident in your current project? Do you want to be in this industry five years from now? Read on to find out how your colleagues responded.
Winds of Change: Ben Cousins on Today and the Future
The big publishers are in danger, the console market is in decline, and the tablet is an ascending game platform -- the evidence is all around you, but infrequently is it presented with such clarity as by Ngmoco's Ben Cousins, studio head of Scattered Entertainment, in this interview.
The Game that Nearly Ended Vlambeer
The story of how the Dutch indie developer (
Super Crate Box
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Sponsored Feature: From Coast to Coast, Telefilm Canada Gives a Glimpse of Canada's Gaming Best
Governmental agency Telefilm Canada supports dynamic companies and creative talent across Canada and, in this feature, showcases talent all across the country, which is famous for big studios, in the form of indies and smaller studios.
Game Design Tools for Collaboration
Can a tool for modeling game design make it easier for designers to work with engineers? Many different tools and frameworks have been proposed, and researcher Damien Djaouti explores them for practicality and adaptability.
Clone Wars: The Five Most Important Cases Every Game Developer Should Know
Stephen C. McArthur
"How courts treat developers copying ideas for video games, however, has quietly but dramatically evolved over the past year," writes attorney Stephen McArthur, who takes a look at how the legal precedent on cloning has changed from
Postmortem: Unknown Worlds Entertainment's
Natural Selection 2
The six year story of an indie Steam hit -- this is the story of how the team behind the popular shooter was formed, worked, and what they very much wish they could have changed about the company and project if they could.
Finding and Keeping Your Perfect Investment Partner
W. Todd Tribell
Heading to GDC and hoping to score some funding? Digital Capital's W. Todd Tribell here takes a hard look at the developer/investor relationship, and shares his perspective on what the investor really expects -- from his side of the table.
: By the Numbers, Part 2
Indie developer Lars Doucet takes us back for another look at how his game has performed now that it's received a massive update and, in the process, landed on stores like Steam and GOG, detailing both his gross revenue and what, on the developer's end, goes into generating those numbers.
Drafting a Social Media Handbook Policy for Developers
Big companies have recently gotten into hot water by trying to govern employee social media use -- but the right way to do this is even more complicated than you might expect, so Gamasutra presents this article, written by an attorney, to help put you on the right track.
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