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October 20, 2014
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October 20, 2014
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Honey, we need to discuss your persona problem 11
by Gamasutra Community [10.20.14]
"In short, personas create a more accurate picture of a subset of the audience. Demographics are the broad strokes, while personas are the finer details."
Console/PC

The 'new-platform' model - an alternate path for indies  
by Brandon Sheffield [10.20.14]
Spry Fox's entire model is built upon investing in new marketplaces, and Road Not Taken would be the first big console push for the company. That meant the game would be a big departure for the company, in multiple ways.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet, GDC China

Jade Raymond departs Ubisoft after a decade with the company  
by Alex Wawro [10.20.14]
Game industry veteran Jade Raymond has announced plans to depart Ubisoft Toronto after ten years with the company, citing an interest in pursuing new ambitions.
Console/PC, Business/Marketing

The most important trait for a game designer is empathy 6
by Gamasutra Community [10.20.14]
"If you donít know how people work, you canít make stuff for people to interact with. The most talented and technical designer that lacks empathy will make something that only he/she can enjoy."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

GDC Next speakers share their 'hidden gem' game recommendations  
by Staff [10.20.14]
In the spirit of boosting discoverability for games of all stripes, here are just a few of the "hidden gem" titles that GDC Next featuring ADC speakers suggest you check out.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Why we chose a free beta instead of Early Access 2
by Gamasutra Community [10.20.14]
"This exercise confirmed our feelings that Early Access really suits a long, drip-feed approach where the evolving nature of the game is fundamental to the way the game is developed and experienced."
Business/Marketing, Production, Console/PC, Indie

Randomness and game design 46
by Gamasutra Community [10.17.14]
On not introducing randomness into your game's design: "I believe the current assumptions with regard to randomness in strategy games are largely wrong."
Design, Console/PC, Indie, Smartphone/Tablet

The level design of a Zelda dungeon 10
by Gamasutra Community [10.17.14]
"The following is the result of a study that I made a while back after playing multiple Zelda games in order to better understand the patterns and design decisions of a Zelda dungeon."
Design, Console/PC


Stalled engine: The TurboGrafx-16 turns 25 23
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

'Roguelikes': Getting to the heart of the it-genre 16
by Christian Nutt [05.21.14]
Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
Business/Marketing, Design, Interview, Console/PC, Smartphone/Tablet


Honey, We Need to Discuss Your Persona Problem 11
by Bill Gardner [10.17.14]
Using personas as a tool to get inside heads.
Business/Marketing, Design, Production, Console/PC

Zen Game Development: How process over product keeps motivation alive  
by Gabriel Cornish [10.17.14]
Keeping motivation alive long enough to see your game projected completed is challenging. I talk about some practical tips on how to keep motivation alive without wearing yourself out.
Production, Console/PC, Indie

Steam's Workshop and the Power of Consumer Creativity  
by Ulyana Chernyak [10.17.14]
Today's post takes a closer look at why the Steam Workshop is a big deal for both developers and consumers and how they can both profit from it.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online

The game world is violent, I must be careful who to trust 2
by Wai Yen Tang [10.17.14]
Two studies investigate the psychological processes underlying short- and long-term effects of video game violence on interpersonal trust.
Console/PC, Social/Online

Reality Check: Game Design and Empathy 6
by Mark Venturelli [10.17.14]
Empathy is the most important game design skill you could ever develop.
Business/Marketing, Design, Production, Console/PC, Indie


Wicked Loot — Mountain View, California, United States
[10.20.14]
3D Artist & Animator
Seeking Wicked 3D Artist with Unity 3D Experience. :::::::::::::::::::::::::::::::::::::: BONUS: All expenses paid trip to Hawaii!

Vicarious Visions / Activision — Albany, New York, United States
[10.20.14]
Human Resources Manager
See job description.

Giant Sparrow — Playa Vista, California, United States
[10.17.14]
Lead Artist


Digital Extremes — LONDON, Ontario, Canada
[10.17.14]
UI ARTIST/DESIGNER


Digital Extremes — London, Ontario, Canada
[10.17.14]
Generalist Programmers


Petroglyph Games — Las Vegas, Nevada, United States
[10.17.14]
Network / Web Programmer


Petroglyph Games — Las Vegas, Nevada, United States
[10.17.14]
Unity Engineer


Yoh — Vancouver, British Columbia, Canada
[10.17.14]
Build & Test Engineer


Crystal Dynamics — Redwood City, California, United States
[10.16.14]
Senior/Lead VFX Artist


Magic Leap, Inc. — Wellington, New Zealand
[10.16.14]
Level Designer