Gamasutra: The Art & Business of Making Gamesspacer
View All     Post     RSS
June 6, 2013
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


Keeping the simulation dream alive 13
by Gamasutra Community [06.06.13]
BioShock Infinite designer Tynan Sylvester examines why complex simulations often fail to impact players -- and how using tricks of the human psyche, you can design ones that will.
Design, Programming, Console/PC, Indie

Video: 10 bite-size talks on progressive game design  
by GDC Vault Staff [06.05.13]
Some of the most interesting people in game development present "progressive, philosophical, future-looking game design inspiration."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, Video

The diversity of game dev students: Who's joining the industry? 39
by Gamasutra Community [06.05.13]
There are frequent calls for more diversity in game development. What does the future look like? Here, three academics report their findings on the demography of game dev students.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Amazon launches dedicated indie games storefront 3
by Mike Rose [06.06.13]
Online retail giant Amazon has launched an "Indie Games Store" on its website, with the aim to highlight indie games and help indie devs reach more consumers.
Business/Marketing, Console/PC, Indie

Cleaning up your community: The psychology of trolls 18
by Gamasutra Community [06.04.13]
You can't let trolls take over your community. But what do you do? Adam Saltsman (Hundreds) discusses why trolls do what they do -- and how best to deal with them.
Business/Marketing, Console/PC, Indie, Social/Online

Contract QA: A dead end or a foot-in-the-door? Exclusive 34
by Patrick Miller [06.04.13]
A handful of experienced devs offer some career advice on how to break into the games industry for a down-and-out QA contractor and Kotaku contributor.
Audio, Production, Console/PC, Social/Online, Exclusive

A 15-year-old critique of the game industry that's still relevant today GDMag Exclusive 24
by J.C. Herz [06.05.13]
"The game business has succumbed to High Concept Disease," writes J.C. Herz, in this column reprinted from a February 1998 issue of Game Developer magazine.
Business/Marketing, Design, Production, Console/PC, GD Mag, GD Mag Exclusive

Gamifying a tool: How Autodesk did it with 3ds Max  
by Gamasutra Community [06.05.13]
Will developers learn better if their tool tutorials are gamified? Autodesk tried it with 3ds Max and shares the method and the results in this blog post.
Business/Marketing, Art, Console/PC


Not Puzzles, but Scenes: Cinematic Gameplay Interactions 7
by Lucas González [06.05.13]
How the developers of Deadlight stepped back from their puzzle system -- which absolutely was not working with the way their game was designed -- and reenvisioned it to much greater player satisfaction.
Design, Console/PC, Indie

Inside the striking art and design of Hawken 6
by Brandon Sheffield [06.03.13]
Hawken leader and Adhesive game's CEO Khang Le has been doing visual development for movies and games for years, and he took a unique approach to the game's art and design. Rather than aiming for the moon, he and his team tried to create a game that played to the strengths of its members.
Business/Marketing, Art, Interview, Console/PC, Social/Online

Characters and Worldbuilding: Analyzing the Strength of Japanese Games 32
by Zack Wood [05.31.13]
Zack Wood studied game design in Japan, and here shares the philosophies that inform the rich, appealing worlds and characters of games developed in that country -- a new way of looking at building your worlds and creating their inhabitants.
Design, Art, Console/PC, Indie, Smartphone/Tablet

Intro to User Analytics 3
by Magy Seif El-Nasr, Alessandro Canossa, Anders Drachen [05.30.13]
An intro to analytics written by the editors of Game Analytics: Maximizing the Value of Player Data, a compendium of insights from more than 50 experts in industry and research, which covers the most relevant questions: what to track, and how to analyze the data.
Business/Marketing, Design, Game Developer Magazine, Console/PC, Social/Online, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Internal Indies 1
by Steve Stopps [05.29.13]
Are there lessons from indie development that can be utilized in a larger, established studio setting? In order to answer this question, Blitz Game Studios started a simple experiment: inviting five senior developers to form a team with complete creative freedom.
Business/Marketing, Production, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet, GD Mag, GD Mag Exclusive


Deep Plaid Games, one year later  
by Shay Pierce [06.05.13]
I briefly talk about the OMGPOP/Zynga drama, and relate the indie projects I've been working on with my newfound freedom over the past year.
Business/Marketing, Design, Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

Transition year: Bad management decisions inbound  
by Akanu Franks [06.05.13]
With new consoles being introduced this year, you can expect post-E3 hangovers to impact your team and studio management that contradict or even throw out your release plan.
Business/Marketing, Console/PC

God of War / Devil May Cry love letters 2
by Derek Daniels [06.05.13]
When developers talk to one another - good things come from it.
Console/PC

Unusual Evolution – Developing Space Station Silicon Valley  
by John Szczepaniak [06.05.13]
Could a quirky N64 game about robotic animals have laid the genetic foundation for one of the industry's biggest series - Grand Theft Auto?
Design, Console/PC

The Perfect Console for Indies 5
by Martin Pichlmair [06.04.13]
A new console generation is finally arriving. In this article I take a look at what would make a console perfect for indie developers – from hardware to software, from Kickstarter support to age ratings.
Business/Marketing, Production, Console/PC, Indie


ROBLOX Corporation — San Mateo, CA, USA
[06.04.13]
Senior Network Engineer - C++
ROBLOX is the largest user-generated content site in videogames. On ROBLOX, players use core building components to build and share elaborate online worlds that anyone can explore and play, generating over 1.7 billion page views and 40 million in-game hours each month. The site is ranked #1 in the US for total engagement time for kids and teens. Our mission: to become the global leader in user-generated gaming and creation for all ages.
Programmer / Engineer, Console / PC Games

NetherRealm Studios — Chicago, IL, USA
[06.04.13]
Senior Software Engineer

Console / PC Games

Tarsier Studios — Malmö, , SWE
[06.04.13]
Design Director
Do you have a passion for Design and a huge amount of knowledge in your field? Do you want to work in a place full of personality, where you are encouraged to push your skills and potential to the limit? Right now, we are looking for a Design Director with the skills and vision to get things done, and done well! Our perfect candidate is both highly organised and fiercely creative; with the ability to inspire, communicate and establish the vision for our game.
Game / Level Designer / Creative Director, Producer / Director / Project Manager, Console / PC Games


YAGER Development — Berlin, Be, DEU
[05.31.13]
Senior Game Systems Designer (f/m)
YAGER is currently seeking a talented and experienced Game Systems Designer to join our pre-production team of yet unannounced title. Join us in shaping the direction of the project as a driving force in Systems Design and push the boundaries to deliver a unique user experience. We’re looking for people who love the idea of working together in interdisciplinary teams within a flat hierarchy and a fast-paced and professional environment.
Game / Level Designer / Creative Director, Console / PC Games

Zindagi Games — Camarillo, CA, USA
[05.30.13]
Senior/Lead Online Multiplayer
ZINDAGI GAMES IS NOW HIRING! We have several positions open! We are looking for exceptionally talented, team-oriented people with that creative force to join our team. If you have the qualifications and experience, we want to hear from you!
Programmer / Engineer, Console / PC Games

Off Base Productions — San Francisco, CA, USA
[05.30.13]
Senior Front End Software Engineer
Based in San Francisco, Off Base specializes in technology-driven content focused in the gaming space. Founded in 2004, Off Base is a privately funded, highly profitable company working with many of the biggest publishers in the industry, including Sony, Nintendo, EA, Zynga, Capcom, etc. We’re developing Digiman™, a software solution that allows for dynamic digital content to be displayed on next gen consoles, web, mobile and tablets and are looking for talented individuals to help us get there.
Programmer / Engineer, Console / PC Games, Smartphone / Tablet Games

Off Base Productions — San Francisco, CA, USA
[05.30.13]
Web Application Developer
Based in San Francisco, Off Base specializes in technology-driven content focused in the gaming space. Founded in 2004, Off Base is a privately funded, highly profitable company working with many of the biggest publishers in the industry, including Sony, Nintendo, EA, Zynga, Capcom, etc. We’re developing Digiman™, a software solution that allows for dynamic digital content to be displayed on next gen consoles, web, mobile and tablets and are looking for talented individuals to help us get there.
Programmer / Engineer, Console / PC Games, Smartphone / Tablet Games

Remedy Entertainment — Espoo, Uu, FIN
[05.30.13]
AI Programmer

Programmer / Engineer, Console / PC Games

Gearbox Software — Plano, TX, USA
[05.16.13]
Online Programmers
Come join the Gearbox team! Gearbox Software is an award-winning independent developer of interactive entertainment based in Plano, TX. Founded in February 1999 by game industry veterans, Gearbox has grown steadily and currently employs over 200 creative and talented minds. The company’s amazing growth and string of quality products can be attributed to a philosophical commitment to quality in both the work environment and in product development.
Console / PC Games