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September 30, 2014
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September 30, 2014
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Has the new Steam clenched the holy grail of digital distribution? 4
by Gamasutra Community [09.30.14]
"I for one cautiously welcome our NewSteam overlords," writes Defender's Quest developer Lars Doucet, in this look at what the new Steam Discovery landscape has wrought.
Business/Marketing, Console/PC, Indie

Four hackers indicted for breaking into Valve and Microsoft servers 1
by Christian Nutt [09.30.14]
Besides allegedly stealing Gears of War 3 game code, they also hacked into U.S. Army networks and stole training software for Apache helicopter pilots -- data worth, in total, over $100 million.
Business/Marketing, Console/PC

Beautifully economic art: How 80 Days did it 8
by Gamasutra Community [09.30.14]
How the 80 Days devs generated great-looking art on the cheap: "What art style can we use that's economical, practical, beautiful and expressive? From where can we draw inspiration?"
Production, Art, Console/PC, Indie, Smartphone/Tablet

Is Portal 2 a better brain-training game than brain-training games? 1
by Kris Graft [09.30.14]
A recent study from Florida State psychology researchers pit two kinds of games against one another to see which is actually “better” for your brain: "entertainment" games or "brain-training" games.
Design, Console/PC, Serious, Social/Online

Fire Hose Games' accelerator program aims to offer indies what they need  
by Christian Nutt [09.30.14]
Indie Megabooth co-founder Eitan Glinert has launched a program to help out small developers: an incubator, modeled after those in the tech world, and located at his Boston-based studio, Fire Hose Games.
Business/Marketing, Production, Console/PC, Indie

Uncertainty leads to the best horror games, says Resident Evil creator 3
by Mike Rose [09.30.14]
"The horror experience is most scary when the player really isn’t sure whether their character is going to live or die." - Shinji Mikami, best known as the creator of the Resident Evil series, discusses what he believes makes horror stories the most tense.
Business/Marketing, Console/PC

Find out how to make games for a YouTube audience, at GDC Next 2014  
by Staff [09.30.14]
GDC Next 2014 featuring ADC has two new talks to announce today: One about the keys to making a a game that goes viral; another about cross-platform games for the web and mobile.
Business/Marketing, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC

So they made you a lead. Now what? 14
by Gamasutra Community [09.29.14]
Double Fine's Oliver Franzke on leading a team: "What to do after you get promoted into a leadership position should be a trivial question to answer, but in my experience the opposite is true."
Production, 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 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

Respect My Authority!!! Role playing as a cop in Arma 3  
by Shahryar Rizvi [09.30.14]
Role playing as a peace officer amid police controversies in Summer 2014.
Console/PC, Social/Online

The best tools for your Unity 2D game  
by Ryan Leonski [09.30.14]
What are the best tools for developing 2D games in Unity?
Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Accessibility in Darknet  
by E McNeill [09.30.14]
A reflection on competing values of game design.
Design, Console/PC, Indie

The scary horror game "that wasn’t really that scary"  
by Sergio Rosa [09.30.14]
I began working on this game with the idea of making a "scary horror game" but the more I worked on it the more it became a nice but bittersweet love story between two girls. Logical convention says this was completely wrong... (but was I really wrong?)
Design, Console/PC, Indie

Early Access vs. Kickstarter and the Consumer Mentality  
by Ulyana Chernyak [09.30.14]
Early Access has become a debated part of the Steam store and today's post examines how it is different from crowd-funding despite the same basic goals.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online

Avalanche Studios — New York, New York, United States
Technical Artist

Electronic Arts Tiburon — Orlando, Florida, United States
Sr. Technical Artist (Rigging)

Raven Software / Activision — Madison, Wisconsin, United States
Sr. Gameplay Engineer - Raven
See job description.

CCP — Reykjavik, Iceland
Director, Performance Marketing

Nintendo of America Inc. — Redmond, Washington, United States
Software Business Development Manager, Licensing
Nintendo of America Inc - Software Business Development Manager, Licensing

Respawn Entertainment — San Fernando Valley, California, United States
Senior Animator
Respawn Entertainment is looking for talented and passionate animators to join our team.

Respawn Entertainment — San Fernando Valley, California, United States
Senior Systems Designer
Respawn is seeking a Senior Systems Designer to embrace and contribute to the project vision, specifically in the areas of hero control/mechanics, enemy design, AI behaviors, combat/weapons, class design, skills/progression, story, and boss encounters.

Respawn Entertainment — San Fernando Valley, California, United States
Respawn Entertainment is seeking an in-house Recruiter to help us source and hire the best developer talent!

Respawn Entertainment — San Fernando Valley, California, United States
Technical Animator
Respawn Entertainment is looking for enthusiastic Technical Animator to join our team. The Technical Animator will be responsible for helping to maintain an efficient pipeline, building tools, and working closely with the animation and 3D art teams.

Runic Games, Inc. — Seattle, Washington, United States
Gameplay Programmer