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January 25, 2015
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January 25, 2015
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Blog: Don't lose work - An auto-save solution for Unity 3
by Gamasutra Community [01.22.15]
"What can you do when a team member suffers a recurring Unity editor crash, losing all level design work? My answer was to write a small and helpful editor extension -- auto-save!"
Programming, Console/PC, Serious, Indie, Smartphone/Tablet

Reminder: Just over 24 hours left to register early for GDC 2015 1
by Staff [01.20.15]
With just over a day left until early registration for GDC 2015 ends on January 21, conference organizers are encouraging anyone interested in attending to register now at the discounted rate.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

Don't Miss: Overcoming Impostor's Syndrome 37
by Gamasutra Community [01.19.15]
"You realize that you dont deserve to be here. You do not belong. You see amazing, talented people with more experience and talent, and you know you arent qualified to work in their industry."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

'Has making games gotten easier or harder as you get older? Why?' 7
by Alex Wawro [01.16.15]
As the game industry matures, developers must balance the demands of their careers with the realities of growing older. Gamasutra asks its Twitter followers whether things get easier -- or harder.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

A new, free, simple press kit tool: Differently 9
by Gamasutra Community [01.14.15]
A free alternative to Vlambeer's presskit() arises, thanks to one developer's different needs, and with a different approach to how it was developed. It's available now.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Unit tests vs. functional tests: Round 1 1
by Gamasutra Community [01.14.15]
"Long story short I made the initial set of tests pass, but when I ran the code in Tamy (my game engine editor) on the sample assets I had, it broke spectacularly."
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Game Outcomes Project: Building effective teams 27
by Gamasutra Community [01.07.15]
Born from a survey that yielded data about the most effective practices for team-based game development, The Game Outcomes Project is back -- this time, with info on how to build your team.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

8 game production tips: What we learned the hard way 6
by Gamasutra Community [01.06.15]
Eight game production tips learned "the hard way" -- with topics ranging from localization to community events and project planning.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Creating Virtual Reality Games: The Fundamentals 16
by Sbastien 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

100 Games in 5 Years: The Halfway Mark  
by James Cox [01.22.15]
A few years ago, I set a goal for myself: Make 100 games in 5 years. This post is an update at the 2.5 year mark.
Design, Production, Console/PC, Serious, Indie

Ad to Cash and Ad to Fun Ratio in Free To Play Games  
by Alexandru Bleau [01.22.15]
A look at the Ad to Cash ratio in several free to play games and a question regarding what influences this or what should.
Business/Marketing, Serious, Indie, Smartphone/Tablet

Doctor Who's Effect on Narrative and Episodic Storytelling  
by Josh Bycer [01.20.15]
The hit science fiction show Doctor Who is the foundation for today's discussion on episodic storytelling and what game designers can learn about how the show has altered its narrative structure and pacing over the years.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Underground: A serious game for laparoscopic surgery  
by Wai Yen Tang [01.19.15]
Two studies about the effectiveness of a serious game for laparoscopic surgery.

A study of Michiru Yamanes Draculas Castle, from the soundtrack to Castlevania: Symphony of the Night  
by Ario Barzan [01.19.15]
This essay explores how Draculas Castle, from Castlevania: Symphony of the Night's soundtrack, mainly revolves around two melodic germs, and how these are used in conjunction with formal developments which can be interpreted narratively.
Audio, Art, Console/PC, Serious

Treyarch / Activision — SANTA MONICA, California, United States
UX Designer - Treyarch
Come work for the team that brought you Call of Duty: Black Ops I & II

Cloud Imperium Games — Austin, Texas, United States
Senior Server Engineer

Shiver Entertainment — Miami, Florida, United States
Executive Producer
Executive Producer

DoubleDown Interactive — Seattle, Washington, United States
Mobile Game Developer
Mobile Game Developer

Hibernum Créations — Montreal, Quebec, Canada
Marketing and Community Manager (remote)

Hibernum Créations — Montreal, Quebec, Canada
User Acquisition Specialist (remote)

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

Sega Networks Inc. — San Francisco, California, United States
Mobile Game Engineer

Mighty Play — San Francisco, California, United States

PerBlue — Madison, Wisconsin, United States
UI Artist