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October 24, 2014
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October 24, 2014
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New social issue games tackle education, big pharma Exclusive 2
by Leigh Alexander [10.24.14]
Subaltern Games' No Pineapple Left Behind and Twice Circled's Big Pharma are two new games that represent a humorous, provocative approach to social issues.
Design, Programming, Console/PC, Serious, Indie, Exclusive

Starpoint Gemini 2: How we survived and succeeded on Steam Early Access 3
by Gamasutra Community [10.24.14]
"We can only say what we got: loads of valued and appreciated feedback, a great community that pointed us (and still does!) in the right direction, and additional funds to invest into production."
Business/Marketing, Console/PC, Indie

On that incredible demo from the maker of Papers, Please... Exclusive 5
by Mike Rose [10.23.14]
Papers, Please developer Lucas Pope released an early build of his next game this week, and spoke to Gamasutra about the genesis of its remarkable mechanics and '1-bit' visual style.
Design, Art, Console/PC, Indie, Exclusive

Carbine Studios struck hard by NCSoft layoffs 2
by Alex Wawro [10.23.14]
WildStar publisher NCsoft has admitted to laying off a number of people at Carbine Studios and its other Western holdings as part of a restructuring initiative.
Business/Marketing, Console/PC, Social/Online

Yu Suzuki recalls using military tech to make Virtua Fighter 2 2
by Alex Wawro [10.23.14]
Last December marked the 20th anniversary of Virtua Fighter, and to celebrate Sega launched a commemorative website with fresh commentary from notable Japanese developers on the game's history.
Console/PC, Business/Marketing

Infinifactory and the next generation of the 'Minecraft genre' Exclusive 6
by Mike Rose [10.23.14]
Gamasutra speaks with Zach Barth about Infinifactory, and how he's attempting to build the next-generation for the block-building genre.
Design, Console/PC, Indie, Exclusive

What's next for Unity and its new CEO? Co-founder David Helgason explains 48
by Christian Nutt [10.22.14]
Today, Unity announced that co-founder and CEO David Helgason would be stepping down, to be replaced by EA veteran John Riccitiello. Gamasutra speaks to Helgason about his new role and the company's future.
Business/Marketing, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Running a studio for 20 years: A look back at Australia's Tantalus 2
by Gamasutra Community [10.23.14]
A look back at a studio's journey: "To make games continuously for twenty years is a hell of an achievement and a credit to the two hundred or so people who have worked with us over the years."
Business/Marketing, Console/PC, Smartphone/Tablet


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


Alternative Sales Strategies for Digital Stores -- Loyalty Programs  
by Ulyana Chernyak [10.23.14]
Our next topic on sales tactics for digital stores are loyalty programs. While their use in the Game Industry isn't far reaching yet, they are another potential area for digital stores to look into.
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Initial thoughts on live user testing for games  
by Johan Hoberg [10.23.14]
What is the purpose of live user testing (closed alpha, closed beta, open beta, and similar) for a game, from a test perspective?
Programming, Console/PC, Social/Online, Smartphone/Tablet

Bundles – Approach with your Eyes Open 2
by Richard Hill-Whittall [10.23.14]
This post covers our recent experiences with a Groupees bundle, which included our game ‘Life of Pixel’. We made some mistakes, and wanted to share those so you can avoid doing the same!
Business/Marketing, Console/PC, Indie

The Musical Box #05: Musical dungeon  
by Marcelo Martins [10.23.14]
The Musical Box features 30 articles focusing on game music production and implementation. Edition #5: The Legend of Zelda: Skyward Sword
Audio, Programming, Production, Console/PC

The Musical Box #06: J-Pop RPG 1
by Marcelo Martins [10.23.14]
The Musical Box features 30 articles focusing on game music production and implementation. Edition #6: The World Ends with You
Audio, Programming, Production, Console/PC


Activision Publishing — Santa Monica, California, United States
[10.24.14]
Tools Programmer-Central Team
See job description.

Crystal Dynamics — Redwood City, California, United States
[10.23.14]
Senior/Lead VFX Artist


Magic Leap, Inc. — Wellington, New Zealand
[10.23.14]
Level Designer


Magic Leap, Inc. — Wellington, New Zealand
[10.23.14]
Lead Game Designer


Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[10.23.14]
Senior Software Engineer


CCP — Newcastle, England, United Kingdom
[10.23.14]
Senior Backend Programmer


Guerrilla Games — Amsterdam, Netherlands
[10.23.14]
Animation System Programmer


Nexon America, Inc. — El Segundo, California, United States
[10.22.14]
Localization Coordinator
The Localization Coordinator is responsible for translating company communication between Korea and the U.S. (e.g. e-mails, Jira comments, etc.) as well as providing interpretations for video conferences, teleconferences, and small-sized meetings between Korea and the U.S. This position is also responsible for translating game-related documents. (e.g. test sheets, checklists, bug reports, game proposals, etc.)

Petroglyph Games — Las Vegas, Nevada, United States
[10.22.14]
Producer


University of Texas at Dallas — Richardson, Texas, United States
[10.22.14]
Assistant/Associate Prof of Game Studies