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July 24, 2014
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July 24, 2014
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Prototyping methodology for Assassin's Creed IV's ship battles 9
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

Game developer layoffs were up in 2013, according to new survey Exclusive  
by Kris Graft [07.24.14]
While previous years have seen a downward trend in layoffs, 2013 saw a slight increase, according to Gamasutra's Game Developer Salary Survey 2014.
Audio, Exclusive, Smartphone/Tablet, Social/Online, Console/PC, Art, Production, Programming, Design, Business/Marketing

Riot experiments with permabans to stamp out toxic behavior 27
by Alex Wawro [07.23.14]
The company is testing a new system in League of Legends that can permanently ban players for "extreme toxicity" like griefing and use of racial or homophobic slurs. Because, c'mon now.
Design, Console/PC, Social/Online

GDC Europe debuts sponsored sessions and a full Amazon dev day  
by GDC Staff [07.24.14]
GDC Europe 2014 organizers highlight a day-long sponsored developer day from Amazon and great sponsored sessions from Microsoft, Google, Epic and more.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet, GDC Europe

How Ubisoft taught a strategy game studio to be a AAA shooter studio Exclusive 9
by Christian Nutt [07.23.14]
How does Ubisoft develop a game across as many as 10 different studios? Gamasutra speaks to David Polfeldt, managing director of Massive, developers of The Division, to find out.
Production, Console/PC, Exclusive

Q&A: Jonatan Van Hove launches GDC Europe's first innovation showcase  
by GDC Staff [07.23.14]
Van Hove shares his experience as a European indie developer and his inspiration for working to establish the first-ever European Innovative Games Showcase at GDC Europe 2014 this August.
Design, Production, Console/PC, Indie, Smartphone/Tablet, GDC Europe

As mobile takes hold, PC Gaming Alliance changes its name 9
by Kris Graft [07.23.14]
The PC Gaming Alliance was founded in 2009 with the purpose of advocating the growth and standardization of games on PC. Now, the non-profit’s mission becomes broader.
Business/Marketing, Console/PC

Gender wage gap: How the game industry compares to the U.S. average Exclusive 52
by Kris Graft [07.22.14]
The gender pay gap is once again a hot topic in the world of U.S. politics, and in the world of video game development, the issue has reared its head.
Audio, Exclusive, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing


Sponsored: 'Sweat, Swearing and Tears' - A new documentary series on indie game developers 7
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.
Design, Console/PC


Is better always better? 1
by Catalin Marcu [07.23.14]
Obsessively trying to make anything you work on better, in any sense of the word, can have worse consequences than you think.
Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Overdrive Road Rally: Premortem  
by Austin Farmer [07.23.14]
A look at some of the things our team is doing, to ensure the success of our upcoming Overdrive Road Rally.
Production, Console/PC, Indie

Killing a horse with text 2
by Benoit Prezeau [07.23.14]
Thoughts about describing the act of killing in a text-based CRPG.
Design, Programming, Console/PC, Indie

The Dangers of Forced Failure in Game Design  
by Josh Bycer [07.22.14]
Today's post examines the concept of forced failure or where a game is set up to make the player fail and why this form of design has some problems.
Design, Console/PC, Indie, Social/Online

Five nightmares of a modern Game Designer 22
by Svyatoslav Torick [07.22.14]
The Game Designer is the only person who is utterly and completely in charge of the game experience, so to make the impressions seamless and thorough they have to meet compromises and make sacrifices. Here are five basic working issues we experience.
Design, Production, Console/PC, Social/Online, Smartphone/Tablet


Raven Software / Activision — Madison, Wisconsin, United States
[07.24.14]
Senior UI Engineer
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[07.24.14]
Human Resources Manager
See job description.

Disruptive Games — Berkeley, California, United States
[07.23.14]
Disruptive Programmer
Our mission at Disruptive Games is to create exceptional online games that are worthy of our players' time and passion. Disruptive Games develops connected experiences for all types of games, even genres that have historically been offline. Our past experience making AAA online games helps us tackle a range of projects, from developing cutting edge multiplayer experiences to bringing innovative networked features to "single player" games. The game industry is an ever-changing environment, and at Disruptive we constantly challenge ourselves to let go of stale ideas and embrace new ones that will lead us to better games. At the same time we focus on what makes our experiences unique rather than chasing trends.

Disney Consumer Products — Glendale, California, United States
[07.23.14]
Contract Game Programmer


Zindagi Games — Camarillo, California, United States
[07.23.14]
Software Engineer
Zindagi Games is looking for junior to mid-level software engineers to join our programming team.

Telltale Games — San Rafael, California, United States
[07.23.14]
Core Technology – Client Network Engineer
As our Client Network Engineer at Telltale, you will work in a fast-paced and creative environment as the bridge between our online server and core technology groups working to build the next generation of online technology for Telltale’s unique narrative experiences.

Telltale Games — San Rafael, California, United States
[07.23.14]
Senior Network/Systems Administrator
Fast-growing digital publisher of licensed interactive episodic content on all gaming platforms is looking for a bright, resourceful Senior Network and System Administrator to help maintain, diagnose, and grow our internal network infrastructure. The ideal candidate will have in-depth enterprise-level experience and comprehensive working knowledge of security, network analysis, server hardware, and game developer system administration.

Turtle Rock Studios, Inc. — Lake Forest, California, United States
[07.23.14]
Technical Artist - Turtle Rock Studios


Xaviant — Cumming, Georgia, United States
[07.23.14]
Senior Quality Assurance Analyst


Cloud Imperium Games — Santa Monica, California, United States
[07.22.14]
Art Outsourcing Manager
Cloud Imperium Games is seeking a skilled Art Outsourcing Manager to work with external developers to create high quality assets for our exciting PC space combat sim, Star Citizen!