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May 21, 2013
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Making NeverWinter Nights: A classic BioWare postmortem GDMag Exclusive 1
by Greg Zeschuk, Ray Muzyka, Scott Greig, James Ohlen, and Trent Oster [05.20.13]
In a 2002 Game Developer magazine postmortem, BioWare founders Ray Muzyka and Greg Zeschuk are joined by designers on NeverWinter Nights to discuss highs and lows of the game's creation.
Design, GD Mag, GD Mag Exclusive

7 design lessons from Letterpress GDMag Exclusive 1
by Brandon Sheffield [05.20.13]
Brandon Sheffield draws design lessons from the simple beauty of Atebit's turn-based word game Letterpress in a reprint from the May issue of Game Developer magazine.
Business/Marketing, GD Mag, GD Mag Exclusive

Sponsored: The World of Just Cause 2 - Using Creative Technology to Build Huge Open Landscapes 5
by Linus Blomberg [05.16.13]
A deep technical dive into how the developers of the Just Cause series create their sprawling, seamless open worlds -- exploring all of the tricks and techniques they've developed so far.
Programming, Art, Game Developer Magazine, Console/PC, Sponsored Feature, GD Mag, GD Mag Exclusive

Understanding the musical meaning of games GDMag Exclusive  
by David Kanaga [05.16.13]
David Kanaga, the musician behind Dyad and Proteus, explores the connections lying at the heart of video games and music, in this reprint from Game Developer's May issue.
Audio, GD Mag, GD Mag Exclusive

GDC Next sister event ADC launches App Dev Stories  
by Staff [05.16.13]
Gamasutra's sister property App Developers Conference has announced the launch of a standalone blog, called App Dev Stories, which tells the human stories behind the most interesting apps.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GD Mag

A games as art meditation - from 1994 GDMag Exclusive 1
by David Sieks [05.16.13]
The discussion of games as art has been around for decades. From the December 1994 issue of Game Developer magazine, one digital artist contemplates the future of games as an expressive medium.
Art, Console/PC, GD Mag, GD Mag Exclusive

XNA's dead, so let's learn more about MonoGame GDMag Exclusive 11
by Dean Ellis [05.15.13]
Microsoft's popular development tool is going away, but open-source MonoGame has stepped up to help games built with it have a future.
Programming, Console/PC, Indie, GD Mag, GD Mag Exclusive

The cost of disruption GDMag Exclusive 10
by Patrick Miller [05.13.13]
The game industry is obsessed with progress, but as we move forward, we leave a lot behind. Game Developer EIC Patrick Miller sifts through the ash heap of history.
Design, GD Mag, GD Mag Exclusive

Should games have stories? GDMag Exclusive 93
by Soren Johnson [05.08.13]
A reprint from Game Developer magazine's February issue, industry veteran Soren Johnson questions whether video games should have stories, and explores various examples.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Crowdfunding, One Year Later 3
by David Daw [05.01.13]
Game Developer Magazine asked devs behind major crowdfunding pushes from the last year -- Chris Roberts, Brenda Romero, Greg Rice, and Jim Rossignol and James Carey -- for their advice on what worked for them and what they’d do differently.
Business/Marketing, Game Developer Magazine, Console/PC, Indie, GD Mag, GD Mag Exclusive

A Mini-Postmortem Roundup 5
by Game Developer Magazine Staff [04.29.13]
Game Developer magazine has put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's FTL (PC), KIXEYE's War Commander (social), and ]['s Dyad (console).
Business/Marketing, GD Mag, Smartphone/Tablet, Indie, Console/PC, Game Developer Magazine, Production, Postmortem, Design, GD Mag Exclusive

Programmer, Interrupted 17
by Chris Parnin [04.22.13]
There are many distractions at work, and unfortunately, our understanding of interruption and remedies for restoring focus are not too far from homeopathic cures and bloodletting leeches. But what is the evidence, and what can we do about it?
Programming, Game Developer Magazine, Console/PC, GD Mag, GD Mag Exclusive




Treyarch / Activision — Santa Monica, CA, USA
[05.21.13]
Sr. UX Designer
Founded in 1996, and acquired by Activision in 2001, Treyarch has grown to become one of the most successful game developers in the world. Home to some of the industry's best and brightest creative talents, Treyarch's most recent creation is Call of Duty: Black Ops. In 2004, after completing Call of Duty: United Offensive, Gray Matter Interactive, who also developed Return to Castle Wolfenstein, joined forces with Treyarch to create Call of Duty 2: Big Red One. From there, the studio began to s
Art / Animation

Vicarious Visions / Activision — Albany, NY, USA
[05.21.13]
Senior UI Artist-Vicarious Visions
Come join Vicarious Visions, one of the most dynamic and creative game developers in the video-game industry. For over 15 years, VV games have been pushing technical boundaries to deliver addictive gameplay and immersive art bringing both characters and worlds to life on Xbox 360, PS3, Wii, iPhone, and many other platforms. Vicarious Visions, located in Albany, NY, has gained critical acclaim with hit titles such as Marvel Ultimate Alliance 2®, Guitar Hero: Legends of Rock, Guitar Hero: On Tour®
Art / Animation

Visual Concepts — Novato, CA, USA
[05.21.13]
Game Build Engineer - 2K Sports

Programmer / Engineer

Blizzard Entertainment — Irvine, CA, USA
[05.20.13]
Senior Software Engineer, User Interface
Blizzard Entertainment is seeking a highly skilled senior user interface (UI) software engineer to join the World of Warcraft team.
Programmer / Engineer

Blizzard Entertainment — Irvine, CA, USA
[05.20.13]
Senior Technical Artist
Blizzard Entertainment is looking for an individual to serve as senior technical artist for a team focused on next-generation massively multiplayer online (MMO) games.
Art / Animation

Blizzard Entertainment — Irvine, CA, USA
[05.20.13]
3D Environment Artist, Senior
Blizzard Entertainment is looking for an exceptionally skilled senior 3D environmental artist to work on the award winning game, World of Warcraft.
Art / Animation

Blizzard Entertainment — Irvine, CA, USA
[05.20.13]
Dungeon Texture Artist
Blizzard Entertainment is looking for an exceptionally skilled texture / concept artist to work on award winning World of Warcraft. The ideal candidate is experienced in creating highly crafted, hand painted and high resolution tile based texture sets. The texture artist should be an expert in digital painting and have a solid grasp of concept development.
Art / Animation

Blizzard Entertainment — Irvine, CA, USA
[05.20.13]
3D Character Artist, Lead
Blizzard Entertainment is looking for an exceptionally skilled lead 3D character artist to work on the award-winning World of Warcraft. The role is very hands on and will be responsible for flushing out the first look of any new race alongside the art director.
Art / Animation

Blizzard Entertainment — Irvine, CA, USA
[05.20.13]
Senior Software Engineer, Gameplay
Blizzard Entertainment is seeking an experienced game play engineer for the World of Warcraft gameplay team. The gameplay team works closely with designers, artists and other engineers to craft game systems such as animation, spells, items, AI, and combat.
Programmer / Engineer

ArenaNet — Bellevue, WA, USA
[05.20.13]
Server Programmer
ArenaNet, a software game development studio focused on creating outstanding innovative Massively Multiplayer Games (MMORPGs), is seeking a talented, experienced Server Programmer interested in distributed systems programming of continuously-running near-real-time servers. Take part in building restartable, dynamically updatable, asynchronous, fault tolerant servers, producing scalable designs and high quality code that will execute worldwide.
Programmer / Engineer