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July 28, 2014
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July 28, 2014
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Are developers actually paying for YouTuber and press coverage? Exclusive 1
by Mike Rose [07.28.14]
Here's what we know: The ethics of paying for YouTuber and press coverage of your game are rather blurred, and become more and more so as revenue share programs and FTC rules come into play.
Business/Marketing, Console/PC, Indie, Exclusive

Strange and mundane come together in Variable State's Virginia Exclusive 1
by Leigh Alexander [07.25.14]
Variable State tells us about Virginia, its in-development narrative game inspired by 1990s TV like Twin Peaks -- character studies, magical realism and what hides beneath the suburban mundane.
Audio, Design, Programming, Art, Console/PC, Indie, Exclusive

Crytek speaks about its financial woes, manages to explain little 4
by Alex Wawro [07.25.14]
The company blames recent reports of its developers not being paid on internal miscommunication as Crytek sought additional funding, which it claims to have now secured.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet

Restructuring and squatting: The latest Kickstarter debacle 1
by Mike Rose [07.28.14]
There's trouble brewing for another video game Kickstarter campaign, as a developer has postponed work on his funded game, and subsequently been accused of squatting in a Californian condo.
Console/PC, Business/Marketing

'Who are your game dev heroes?' 27
by Christian Nutt [07.25.14]
Games inspire us to make games, but so do the people behind them. Here are inspirational developers, as selected by our Twitter followers.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Video: The enduring legacy of EA_Spouse  
by Staff [07.25.14]
In this GDC 2013 talk the 'EA_Spouse' herself, Erin Hoffman, looks back on how conversations about work-life balance in the game industry since 2004, and what it all might mean for the future.
Design, Console/PC, Video, Vault

Game developers speak their minds as part of our 2014 Salary Survey Exclusive 22
by Kris Graft [07.25.14]
As part of Gamasutra's 2014 Game Developer Salary Survey, we asked respondents an open question: "Do you have anything to say about the game industry in 2013?"
Audio, Exclusive, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Prototyping methodology for Assassin's Creed IV's ship battles 10
by Gamasutra Community [07.23.14]
Lead designer Sébastien Lambottin shares the prototyping methodology which lead to Assassin's Creed IV's naval battles -- what he calls a "prototyping library."
Design, Console/PC


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 21
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 18
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

Friends forever: The story of Sportsfriends 1
by Mike Rose [05.05.14]
Douglas Wilson and Bennett Foddy talk us through how Sportsfriends came about, from the troubles of publishing J.S. Joust on its own, to finding the perfect four games for the package.
Design, Postmortem, Production, Console/PC, Indie, Crowdfunding, Advanced Input and Output

Hack-Man: An interview with Watch Dogs' creative director 4
by Christian Nutt [04.23.14]
Creative director Jonathan Morin speaks about decisions made during the development of the hotly anticipated Watch Dogs, and where he expects the medium to go as we move into the next generation.
Console/PC, Design


Knockout: The five most lethal punches  
by Chanda Gohrani [07.28.14]
Video games are been all about letting your fists do the talking. Fists you control by punching buttons, yes, but fists nonetheless. We present to you five of the most devastating punches in gaming history (so far).
Console/PC

looking for programmer for Wuli Adventure development  
by paul Boutros [07.27.14]
Looking for a programmer to team up on Wuli Adventure! https://www.youtube.com/watch?v=mCXg6MxpOws
Programming, Production, Console/PC, Serious, Indie

Examining the E-Sports Impact on the Market  
by Ulyana Chernyak [07.26.14]
E-Sports have been slowing rising in popularity over the last decade and today's post examines what it is, the popular games and why developers should pay attention to it.
Business/Marketing, Design, Production, Console/PC, Indie

Why Developers Outsource: The Less Obvious Advantages of External Production 2
by Anton Wiegert [07.26.14]
You might think game developers only outsource "to save money" - but that's not completely accurate. In fact, there is a very long list of advantages that are much less obvious; even counter-intuitive.
Business/Marketing, Production, Art, Console/PC, Serious

Toto Temple Deluxe: From The Idea to The Final Product  
by Yowan Langlais [07.25.14]
Designing a game with an appropriate difficulty curve is something really hard, but what happens when you try to scale difficulty, but without a curve?
Design, Console/PC, Indie


Integrated Military — Remote Work Possible, Florida, United States
[07.27.14]
Software Engineer


Cloud Imperium Games — Austin, Texas, United States
[07.25.14]
DevOps Engineer
Cloud Imperium is looking for a DevOps Engineer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — Austin, Texas, United States
[07.25.14]
Animation Programmer
Cloud Imperium is looking for an Animation Programmer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — Austin, Texas, United States
[07.25.14]
Server/Backend Programmer
Cloud Imperium is looking for a Server/Backend Programmer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — Austin, Texas, United States
[07.25.14]
Lead Online Engineer
Cloud Imperium is looking for a Lead Online Engineer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[07.25.14]
Senior Producer
Cloud Imperium Games is seeking an accomplished Senior Producer for our Santa Monica, CA studio.

Cloud Imperium Games — Austin, Texas, United States
[07.25.14]
Lead Software Engineer
Cloud Imperium is looking for a Lead Software Engineer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[07.25.14]
Audio Director
Cloud Imperium is looking for an Audio Director to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[07.25.14]
Art Director
Cloud Imperium is looking for an Art Director to work on our exciting PC space combat sim, Star Citizen!

Activision Publishing — Santa Monica, California, United States
[07.25.14]
Senior Online Programmer - Central Tech Online
Activision's Central Technology Online group is looking for a Senior Online Programmer. The Central Technology Online group is responsible for supporting, implementing, improving and debugging the online code and infrastructure for Activision/Blizzard's top selling online games.