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November 28, 2014
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November 28, 2014
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What we got out of exhibiting at PAX Australia 1
by Gamasutra Community [11.28.14]
"From my perspective the event was successful due to the public response alone. We had a constant stream of attendees lining up to play for all three days."
Business/Marketing, Console/PC, Indie

Socializing a new member in a Scrum team 3
by Gamasutra Community [11.27.14]
"Adding a new member to a team can result in conflict. Changing the group dynamic so dramatically, and without the teamís input, conflicts with Agile developmentís tenets of personal choice and team autonomy."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Amiibos are here - but what's next for Nintendo's video game-toy business? Exclusive 5
by Christian Nutt [11.26.14]
How are the Amiibo figurines? How is the Smash Bros. gameplay using them? And more importantly -- what potential is there, and what pitfalls lie in store for Nintendo?
Business/Marketing, Console/PC, Exclusive

How important is 'clean' gameplay? 8
by Gamasutra Community [11.26.14]
"Once the gameplay became looser, the level of tuning required to make the game feel good changed, and it diluted the fundamental requirements for making jump and shoot gameplay as pristine as possible."
Design, Console/PC, Indie

Tips for motivating your indie team: Be human 2
by Gamasutra Community [11.25.14]
"Sometimes, members who leave will have an important perspective on your project. Even if it hurts to hear that criticism, it will make your team stronger in the end."
Production, Console/PC, Serious, Indie, Smartphone/Tablet

Unity's new UI system is finally here 1
by Mike Rose [11.26.14]
Unity has released the next version of its video game engine, complete with the brand new Unity User Interface system that the company says is faster and more flexible than the current solution.
Business/Marketing, Console/PC, Smartphone/Tablet

Advertising authority investigating YouTubers who don't disclose paid-for videos 2
by Mike Rose [11.26.14]
"There are strict rules that govern television and other advertising and it seems to me that there's a bit of a loophole when it comes to online, videos and YouTube." - Ben Bradshaw, a British Member of Parliament, reacts to poor disclosure from YouTubers.
Business/Marketing, Console/PC

Fight toxic online behavior with insight from Riot at GDC 2015  
by Staff [11.26.14]
Riot's social systems expert Dr. Jeffrey Lin returns to GDC 2015 in March to share data that will help you meet the challenge of designing your games to inhibit toxic online player behavior.
Design, 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

Socializing a New Member in a Scrum Team 3
by Jon Clark [11.26.14]
This blog explores the process of incorporating a new team member into a Scrum team through Group Socialization theory and Agile development methodologies.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Flow of Grind in Destiny 5
by Andreas Ahlborn [11.26.14]
How I learned to stop worrying and love the Metagame in Bungies 500M$-Shlooter.
Design, Console/PC

Migi Osu: Postmortem  
by Alex Rose [11.26.14]
An overview of the creation of Migi Osu, a game made for Indies Vs PewDiePie in one weekend at Insomnia53 festival by a group of exhibitors.
Design, Production, Console/PC, Indie

Giant Norse Elementals & The 80/20 Rule  
by William Dube [11.26.14]
Why execution matters in game development: the importance of tiny insignificant details.
Design, Production, Console/PC, Indie

Amiibo: How did Nintendo do, and where can it go from here? 5
by Christian Nutt [11.25.14]
How are the Amiibo figurines? How is the Smash Bros. gameplay using them? And more importantly -- where does Nintendo go from here?
Business/Marketing, Console/PC

The Workshop — Marina del Rey, California, United States
The Workshop is an independant growing game developer on the front line of next-gen console development. We are a tight-knit group looking for talented new faces, people who work well in small creative environments. Every day is a little different and very exciting as we engage in multiple projects of all sizes. We offer competitive salaries, insurance and a small independent studio environment.

Cloud Imperium Games — Santa Monica, California, United States
Associate Producer

Vicarious Visions / Activision — Albany, New York, United States
Producer-Vicarious Visions
See job description.

Cloud Imperium Games — Austin, Texas, United States
Associate Producer

Cloud Imperium Games — Santa Monica, California, United States
Senior VFX Artist

Cloud Imperium Games — Santa Monica, California, United States
Gameplay Engineer

Cloud Imperium Games — Austin, Texas, United States
Gameplay Engineer

Cloud Imperium Games — Austin, Texas, United States
Server/Backend Engineer

Cloud Imperium Games — Santa Monica, California, United States
Marketing Manager

Cloud Imperium Games — Santa Monica, California, United States
Technical Designer