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December 21, 2014
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December 21, 2014
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Mining data to understand Street Fighter's balance and meta-game 3
by Gamasutra Community [12.19.14]
"This post is an the analysis of the game balance in Super Street Fighter IV. We analyze it using statistical methods and machine learning techniques."
Design, Console/PC

Gamasutra's Best of 2014: Brandon Sheffield's Top 5 'research' games 6
by Brandon Sheffield [12.19.14]
"In order to make sure I'm on the right track, sometimes I like to ground myself by playing games that have similar systems or elements to what what we want to achieve."
Design, Console/PC, Indie

Our indie game bombed... But a year later, we've sold 100,000 copies 3
by Gamasutra Community [12.19.14]
A year after bombing, a developer comes back to report: "One year ago we released Ethan: Meteor Hunter on PC -- we sold 127 units. As of today, we have sold 112,567 units."
Business/Marketing, Console/PC, Indie

Gamasutra's Best of 2014: Leigh Alexander's Top 5 Games 4
by Leigh Alexander [12.19.14]
Here are the five games that I think were most important this year; most expressive of the year, most likely to be remembered (by me) in later years. I like games that feel good and have something to say.
Design, Programming, Console/PC, Indie, Smartphone/Tablet

Creating AI: How I learned to stop worrying and love the bots 4
by Gamasutra Community [12.19.14]
"Prismata presents many new and unique challenges that make it different from a traditional RTS.Our goal is to design an intelligent, dynamic, and flexible AI system to allow players to have the most fun."
Programming, Console/PC, Indie

On 'comprehensive game criticism' and plastic ghosts of the past 6
by Gamasutra Community [12.19.14]
A step toward formulating a useful game criticism, by looking at a weird, old game: "The first word that comes to mind when I think of Perfect Dark: 'bloated.' It's also highly hypocritical, game design-wise."
Design, Console/PC

Gamasutra's Best of 2014: Phill Cameron's Top 5 Games 2
by Phill Cameron [12.19.14]
2014 marked a year where the best games were those that experimented with new ways to play, both from a mechanical and a narrative viewpoint.
Design, Console/PC, Indie, Smartphone/Tablet

Postmortem: Xeodrifter, a five-month Metroidvania project 4
by Gamasutra Community [12.18.14]
Renegade Kid's Jools Watsham delivers a comprehensive take on the emergency project his studio needed to get out by the end of 2014: What went into it, and what came out of it -- right and wrong.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie


Q&A: New AAA studio from 2K Games all about players' stories 5
by Christian Nutt [12.04.14]
Today, 2K Games announced the formation of a new internal studio, Hangar 13, lead up by Haden Blackman. This brand new interview delves into how he hopes to push the boundaries of triple-A game development.
Design, Interview, Console/PC

Stalled engine: The TurboGrafx-16 turns 25 25
by Christian Nutt [09.12.14]
25 years ago, NEC released the video game system that fell first in the 16-bit console wars -- but what an interesting failure it was. The history of the TurboGrafx-16 as told by those who were there.
Business/Marketing, Console/PC, History

Gamasutra Explains: The YouTuber Phenomenon 21
by Christian Nutt [07.31.14]
What do YouTubers do? Who are they? Why does it matter to you? Gamasutra looked into the phenomenon and created a handy guide so you can get up-to-speed on it.
Business/Marketing, Console/PC, YouTube

Sponsored: 'Sweat, Swearing and Tears' - A new documentary series on indie game developers 8
by Jocelyn Moffatt [07.07.14]
Patrick Haynes, Founder and Executive Producer at Fatbelly Productions, speaks about his experience working with Barking Mouse Studio and Autodesk on a new indie game-focused documentary series.
Console/PC, Indie, Sponsored Feature, Smartphone/Tablet, Mobile Games

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs 22
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Design, Postmortem, Production, Console/PC, Indie


On "Comprehensive Game Criticism" and Plastic Ghosts of the Past 6
by Liz Ryerson [12.19.14]
a response to more calls for comprehensive game writing and to Zolani Stewart's critiques of Perfect Dark, as well as a discussion of the disposable game culture of the past.
Design, Console/PC

Sabotaz Inc. Post Mortem Part II: Graphics and Music  
by Vasileios Karavasilis [12.19.14]
In this article I try to give you an inside look on how the development process of our game Sabotaz Inc. went! In the second part I tackle Art and Music.
Audio, Production, Art, Console/PC, Indie

What Developers Can Do About Pirating Games  
by Ulyana Chernyak [12.19.14]
Piracy is a serious concern for game developers and today's post looks at some of the options available to designers to try and combat piracy.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Hiring a gamedev artist? Here are some things to keep in mind  
by Zachary Strebeck [12.19.14]
Game lawyer Zachary Strebeck interviews game artists Art Vogt and Lux for some opinions on how game developers should deal with paying their artists.
Business/Marketing, Design, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Three Sources of Quality in Game Audio  
by Rob Bridgett [12.19.14]
'Quality' can be a tricky beast to pin down and define. For some, 'high-quality audio' is simply a technical term referring to sample rates & bit depths. However, quality is something that needs attending to long before a sound makes it out of speaker...
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


En Masse Entertainment — Seattle, Washington, United States
[12.19.14]
Senior Product Manager
En Masse Entertainment is seeking a Senior Product Manager to lead help drive agile Marketing team. We’re a growing company of passionate gamers who love to come to “work.” We offer excellent service to our customers and each other. We’re looking for someone decisive, who can offer solutions, and isn't afraid to experiment. We need innovators who have learned from their past and have new ideas for the future.

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.

Hangar 13 — Novato, California, United States
[12.19.14]
Junior Level Architect - Temporary


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


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


Hangar 13 — Novato, California, United States
[12.19.14]
Senior Character Artist


Cloud Imperium Games — Santa Monica, California, United States
[12.19.14]
Technical Artist


Nintendo of America Inc. — Redmond, Washington, United States
[12.19.14]
Software Business Development Manager, Licensing


Oculus VR — Seattle, Washington, United States
[12.19.14]
Gameplay Engineer- Oculus


Filament Games LLC — Madison, Wisconsin, United States
[12.19.14]
Quality Assurance Associate