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September 17, 2014
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September 17, 2014
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One post, 27 indie production lessons 2
by Gamasutra Community [09.17.14]
The developer of smartphone serious game Terrachanics shares lessons learned on the journey from conception to completion.
Production, Serious, Indie, Smartphone/Tablet

'What value do you see in game jams? What have you learned?' 4
by Christian Nutt [09.12.14]
They're increasingly popular and seemingly going on all the time. What value do they hold for game developers? We asked our readers.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Why you need to play Bond Breaker and Algebra Assembler 7
by Gamasutra Community [09.16.14]
"We are entering a golden age for educational video games. Portal and Braid sowed the seeds of revolution... they introduced a spirit of expressiveness."
Design, Console/PC, Serious, Smartphone/Tablet

How to shoot photographs for better 2D in-game art 1
by Gamasutra Community [09.16.14]
"If you’re living in a big city, Beijing, Paris, Prague, you will not be short of museums. These are good places to hunt good antique pictures."
Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Kickstarter launches in Denmark, Norway, Sweden, and Ireland  
by Christian Nutt [09.15.14]
You can start building your projects now for launch on October 21; for the rest of us, it's time to start backing campaigns in kronor, kroner and euros.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: From student to serious game developer 2
by Gamasutra Community [09.12.14]
"Since the DOE was looking for a recruitment game that could reach as many people as possible, I wanted us to explore an alternative to what serious games had done in the past. We decided to focus on inspiration over instruction."
Serious, Indie, Smartphone/Tablet

GDC 2015 reveals new Summits and opens call for papers  
by Staff [09.08.14]
The GDC 2015 call for lectures and panels for topic-specific Summits focused on eSports, indie games, community management, free-to-play, narrative, mobile, and education ends 10/3.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Wage gauge: Industry salary stats from the 2014 Game Career Guide Exclusive  
by Staff [08.27.14]
In this edition you'll find lots of great data aimed at preparing you for a career in game development, including the results of Gamasutra's most recent industry-wide salary survey.
Audio, Exclusive, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing


Creating Virtual Reality Games: The Fundamentals 16
by Sébastien Kuntz [05.23.13]
As VR heats up again thanks to the emergence of the Oculus Rift, Gamasutra presents a ten-year veteran's take on best practices for developing immersive games using this technology.
Design, Console/PC, Serious, Indie

Games With The Power To Offend: Surviving And Stoking Controversy 20
by Michael Thomsen [08.24.10]
Developers, execs and PR talk some of gaming's top controversies -- from Six Days in Fallujah to Resident Evil 5 -- how they handled them, and how they might be avoided in the future.
Business/Marketing, Design, Serious

From Research To Games: Interacting With 3D Space 7
by Joseph LaViola Jr. [04.22.10]
While 3D interfaces are just taking off for consumers, years of research have been poured into the field. Dr. Joe LaViola of the University of Central Florida shares detailed academic findings about building useful and fun ways to interact with games.
Design, Programming, Art, Serious

Persuasive Games: Shell Games 23
by Ian Bogost [03.03.10]
Just what will the achievementization of the world mean? Author and game designer Ian Bogost ponders Jesse Schell's DICE talk and blends his interpretation with research. Will it work... and, more importantly, is it good?
Design, Serious

Moving Hardcore Gaming To The Web: Making History 31
by Matt Seegmiller [01.05.10]
Can you take your game into the browser and gain in the process? Developer Muzzy Lane (Making History series) discusses the challenges and advantages of this approach in this in-depth tech-oriented article.
Business/Marketing, Design, Programming, Serious, Social/Online


Trademark Basics Part 1: Disney Sues famous DJ for Infringement  
by Jonathan Sparks [09.16.14]
Trademark basics, and how Disney sues solo-artist DJ DeadMau5 for his alleged trademark infringement of the Mickey Mouse image.
Business/Marketing, Design, Art, Serious, Indie

Can you use other companies' trademarks in your video game?  
by Zachary Strebeck [09.16.14]
Game attorney Zachary Strebeck examines some of the case law surrounding the use of third-party trademarks in video games. While trademark protection is generally very strong, in these cases the First Amendment often reigns supreme.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Gamification: Pervasive User Centric Design  
by Andrzej Marczewski [09.15.14]
At its heart, is gamification Pervasive User Centric Design? Is it the cross over between real and virtual worlds?
Design, Serious, Social/Online

A Dissection of Current Gaming Media  
by Mike Higbee [09.13.14]
Trying to break down the criticism of what gaming media currently does and the various roles in it.
Business/Marketing, Console/PC, Serious, Indie, Social/Online

Tales of Terrachanics (Part 2) 2
by Glen Cooney [09.12.14]
In Part 2, I discuss the specifics of our production process, and the lessons learned along the way. Contending against steep internal and external challenges, we managed to bring the game to Google Play.
Design, Production, Serious, Indie, Smartphone/Tablet


Cloud Imperium Games — Austin, Texas, United States
[09.17.14]
Lead Network Engineer
Cloud Imperium is looking for a Lead Network Engineer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — Santa Monica, California, United States
[09.17.14]
Animation Programmer
Cloud Imperium is looking for an Animation Programmer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[09.17.14]
Art Director
Cloud Imperium is looking for an Art Director to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[09.17.14]
Audio Director
Cloud Imperium is looking for an Audio Director to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — Austin, Texas, United States
[09.17.14]
Lead Software Engineer
Cloud Imperium is looking for a Lead Software Engineer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[09.17.14]
Senior Producer
Cloud Imperium Games is seeking an accomplished Senior Producer for our Santa Monica, CA studio.

Cloud Imperium Games — Austin, Texas, United States
[09.17.14]
Server/Backend Programmer
Cloud Imperium is looking for a Server/Backend Programmer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — Austin, Texas, United States
[09.17.14]
DevOps Engineer
Cloud Imperium is looking for a DevOps Engineer to work on our exciting PC space combat sim, Star Citizen!

Halo — Kirkland, Washington, United States
[09.17.14]
Senior AI Engineer
Work on one of the most exciting and creative intellectual properties in the industry; we are gathering an incredible team to help drive the future of Halo. As a Senior AI Engineer, you are core to enabling artists and designers realize their visions on screen. The ideal candidate will be able to drive forward our engine technology to best support the game vision. You will need to be able to collaborate with creative people and be able to deliver solid performant code in a AAA game engine. You must be a team player!

Cloud Imperium Games — Santa Monica, California, United States
[09.17.14]
Physics Programmer
Cloud Imperium is looking for a Physics Programmer to work on our exciting PC space combat sim, Star Citizen!