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November 24, 2014
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November 24, 2014
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Ten years of World of Warcraft 9
by Gamasutra Community [11.24.14]
Raph Koster looks back at the MMO juggernaut: "If anything, itís possibly the biggest game design achievement in all of virtual world history."
Design, Console/PC, Social/Online

World of Warcraft: Ten years of change  
by Gamasutra Community [11.24.14]
MMO designer Laralyn Williams reflects: "I immediately knew what I wanted to talk about: the flexibility and responsiveness of the development team."
Business/Marketing, Design, Production, Console/PC, Social/Online

What survival game design means to the studio behind The Long Dark Exclusive 2
by Raphael van Lierop [11.21.14]
Raphael van Lierop, founder and director at Hinterland Games, discusses what survival game design means to his studio when designing The Long Dark.
Design, Console/PC, Indie, Exclusive

American McGee takes casino games for a spin Exclusive  
by Mike Rose [11.24.14]
American McGee and his team at Spicy Horse has once again shifted strategy, teaming up with gambling game company Odobo to add slot games to McGee's previously Kickstarted action game Akaneiro: Demon Hunters.
Business/Marketing, Design, Console/PC, Smartphone/Tablet, Exclusive

Quit the grind: New ways to 'level' in RPGs 12
by Gamasutra Community [11.24.14]
"The problem is that grinding is hard to avoid in the standard RPG formula where each battle pushes you closer to the big 'level up.' Many classic RPGs have explored alternatives here, too."
Design, Console/PC

Analysis: GameStop agrees with Nintendo - Game devaluation must stop 36
by Gamasutra Community [11.21.14]
GameStop estimates $100 million of digital content given away in 2014; president Tony Bartel says, "the industry will need to work together to continue to price goods in a way that sustains profitability."
Business/Marketing, Console/PC

The Blue Flamingo: The 8 meter game filmed on a dolly track Exclusive 1
by Mike Rose [11.21.14]
Shelter studio Might & Delight surprised many this week, launching a new game on Steam right out of the blue.
Design, Console/PC, Indie, Exclusive, Video

Learn about Assassin's Creed Unity's dynamic crowds at GDC 2015  
by Staff [11.24.14]
Ubisoft Montreal's AI and systems design ace Christine Blondeau will be speaking at GDC 2015 in March about precisely how the systemic crowd events of Assassin's Creed Unity were made.
Programming, Console/PC, GDC


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

'Roguelikes': Getting to the heart of the it-genre 17
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


Post PAX Australia 2014 with Crabitron Kinect  
by John Millard [11.24.14]
This year we presented Crabitron Kinect to the public for the first time at PAX Australia. We faced challenges presenting a Kinect game to such a large audience, in this post I will detail the highs and lows and what we got out of PAX Australia 2014.
Business/Marketing, Console/PC, Indie

Unity3D Culling Mask Tip  
by Charles Cordingley [11.24.14]
Changing the layers displayed by a Unity3D camera requires some bitfield maths. This post provides a more explicit and readable way to handle this functionality.
Programming, Console/PC, Indie, Smartphone/Tablet

Bottomless IAPs -- Balancing Profit with Consumer Value  
by Ulyana Chernyak [11.24.14]
A major profit generator for F2P titles are bottomless IAPs designed for consistent purchases. But the challenge is figuring out how to make them worth it to the consumer.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet


Bro-shaming: it's about power, not inclusiveness  
by Neil Sorens [11.24.14]
Why I oppose "bro-shaming" for reasons of creative freedom, even though I dislike the "bro" games and culture
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet


2K — Novato, California, United States
[11.24.14]
Technical Recruiter
Do you want a challenging job helping to make some of the most successful video games in the business? Do you speak Tech and Geek? Are you passionate about making AAA video games? Do you work best when the pressure is ON? Can you source Engineers like nobody's business? If so, we may need you on our 2K team!

Cloud Imperium Games — Santa Monica, California, United States
[11.24.14]
Design Director


Wargaming.net — Hunt Valley, Maryland, United States
[11.24.14]
Lead UI Engineer
Wargaming, the leading free-to-play MMO developer and publisher is bringing World of Tanks to the Xbox 360, marking the company's debut on consoles. Built specifically for the Xbox 360, World of Tanks: Xbox 360 Edition will bring the title's trademark team-based tactical action and free-to-play accessibility to the tens of millions of Xbox Live gamers around the globe. Wargaming is an award-winning online game developer and publisher and one of the leaders in the free-to-play MMO market. Founded as a privately held company in 1998, Wargaming has shipped more than 15 titles and employs over 1300 people across such key regions as North America, Europe, Russia, Asia, and Australia.

Wargaming.net — Chicago, Illinois, United States
[11.24.14]
Lead UI Engineer
Wargaming, the leading free-to-play MMO developer and publisher, at E3 this year announced World of Tanks: Xbox 360 Edition, marking the company√ʬĬôs debut on consoles. Built specifically for the Xbox 360, World of Tanks: Xbox 360 Edition brings the title√ʬĬôs trademark team-based tactical action and free-to-play accessibility to the tens of millions of Xbox Live gamers around the globe. Published by Microsoft and developed by Wargaming Chicago-Baltimore (formerly Day 1 Studios), World of Tanks: Xbox 360 Edition is a free download from Xbox Live, providing unlimited gameplay for Xbox Live Gold members and a limited-time trial for Xbox Live account holders.

Wargaming.net — Chicago, Illinois, United States
[11.24.14]
VFX Artist
Wargaming, the leading free-to-play MMO developer and publisher, at E3 announced World of Tanks: Xbox 360 Edition, marking the company√ʬĬôs debut on consoles. Built specifically for the Xbox 360, World of Tanks: Xbox 360 Edition brings the title√ʬĬôs trademark team-based tactical action and free-to-play accessibility to the tens of millions of Xbox Live gamers around the globe.

Insomniac Games — Burbank , California, United States
[11.24.14]
Senior Engine Programmer
Insomniac Games is looking for Senior Engine Programmers

24 Seven Inc — Los Angeles, California, United States
[11.24.14]
Game Programmer


Firaxis Games — Baltimore, Maryland, United States
[11.24.14]
Senior Graphics Engineer, OpenGL
Firaxis Games is seeking a talented software engineer to act as the primary OpenGL resource for current and future game development needs. This individual will be a key member of the Firaxis graphics team, and will help our studio break new and exciting ground.

Firaxis Games — Baltimore, Maryland, United States
[11.24.14]
Senior Software Engineer – Systems
A senior individual contributor responsible for designing, developing, writing and debugging code for assigned PC & Console projects. Serves as a mentor to junior members of the staff. Firaxis Games is seeking an experienced software engineer with a strong background in systems.

Firaxis Games — Baltimore, Maryland, United States
[11.24.14]
Graphics Programmer
Firaxis Games is seeking a talented and inspired graphics programmer to join its team.