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November 27, 2014
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Socializing a new member in a Scrum team 1
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

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

Charting distinctive features in games 1
by Gamasutra Community [11.24.14]
An academic look at how "distinctive features" open up games to study: "Games are as diverse as the humanity that created them. This means that trying to sort games in definite, discrete categories is fruitless."
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Why you want cross-functional team members 1
by Gamasutra Community [11.24.14]
"You are hurting the agility of your company or project if you have an over-reliance on the concept specialization and arenít encouraging teams to work collaboratively to spread knowledge and skills."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Congratulations! You're a game dev lead...Now what? 20
by Gamasutra Community [11.13.14]
A guide from Insomniac's Mike Acton: "Congratulations! Youíre a lead. Now what? In general, whatever skills youíve demonstrated that got you to this point arenít the same things youíll be doing from here on out."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Video: Going beyond graphics to reach visually impaired players  
by Staff [11.10.14]
A group of developers and advocates join together to share advice at GDC 2014 on how developers can make games that are accessible and appealing to a vastly underserved market: the visually impaired.
Audio, Video, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Design, Business/Marketing, Vault

Learn how thatgamecompany recruits top talent at GDC 2015  
by Staff [11.07.14]
Thatgamecompany's Sunni Pavlovic has a truckload of experience finding and retaining top game dev talent, and she's coming to GDC 2015 to explain how she does it -- and how you can do it too.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC

Using games to treat anxiety, autism 1
by Christian Nutt [10.29.14]
"The program starts to not feel like a game ... It feels real. You know it is an alternate reality, but you feel the same emotions you would feel in the actual situation you are practicing."
Design, Console/PC, Serious


Creating Virtual Reality Games: The Fundamentals 16
by Sťbastien 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


Socializing a New Member in a Scrum Team 1
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 Perception of Characters and their Impact on Narrative  
by Josh Bycer [11.25.14]
The main character in any video game can impact how the title is perceived by the gamer and for today's post, we're going to look at some common archetypes for game writing and what they do to the perception of the story.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Cross-Functional People 1
by Charles Palmer [11.21.14]
Production problems abound when you rely too heavily on specializations. This blog lays out a few of the pitfalls of over-reliance on specialization and the advantages of breaking free.
Production, Console/PC, Serious, Social/Online, Smartphone/Tablet

Quit the Grind: New Ways to "Level" 63
by Zack Wood [11.21.14]
Any RPG fan knows the feeling when battle stops being fun and starts being work, when you're just grinding because you feel you have to. But it isn't necessary- just look at what some of the classic RPGs have done to keep "leveling up" fun!
Design, Production, Art, Console/PC, Serious, Indie


NEXON M — Oakland, California, United States
[11.27.14]
Server Engineer - NEXON M (mobile)
NEXON M is a mobile game developer and publisher based in Los Angeles and Oakland. Server Engineer creates re-usable web services for commonly used mobile game services (such as Analytics, Push Notifications, Receipt Verification, Reporting Automation from iTunes, Google Play, etc). Performs architecture and code reviews of gamer servers developed by our partners.

Amazon — Seattle, Washington, United States
[11.27.14]
Sr. Software Development Engineer - Game Publishing


Cloud Imperium Games — Austin, Texas, United States
[11.27.14]
Associate Producer


DeNA — San Francisco, California, United States
[11.27.14]
UI Designer
DeNA is an innovative and fast-growing mobile social entertainment company. As a leader in global gaming, we have a big appetite for AWESOME talent! We are currently seeking a UI Designer. This position is based at our San Francisco studio, near AT&T Park.

DeNA — San Francisco, California, United States
[11.27.14]
Senior Producer
Our Producers are leaders who create and share a clear and compelling vision of the game and can lead a team to execute. As a Senior Producer, you hold ultimate accountability for the success of a development team. You understand and employ best practices of social F2P game design and production methodologies. KPI√ʬĬôs matter! You will create a fun and compelling experience for the player while ensuring the game performs in both retention and revenue.

Deep Silver Volition — Champaign, Illinois, United States
[11.27.14]
Senior or Principal Programmer


Deep Silver Volition — Champaign, Illinois, United States
[11.27.14]
Concept Artist


Pocket Gems — San Francisco, California, United States
[11.27.14]
Software Engineer - Mobile, Backend & Tools


Grover Gaming — Greenville, North Carolina, United States
[11.27.14]
3D Generalist / Artist


Cloud Imperium Games — Santa Monica, California, United States
[11.27.14]
Senior VFX Artist