Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 24, 2017
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Video: Veteran game dev Chris Crawford's famous 'Dragon Speech' 1
by Staff [06.15.17]
Watch this seminal speech from the 1992 CGDC which sees Crawford charge out of the room (and out of the commercial game industry, really) in pursuit of the "dragon" of truth, beauty, and artin games.
Design, Console/PC, Serious, Indie, Video, Vault

Report: Konami is making life hard for people who leave the company 6
by Alex Wawro [06.14.17]
The Nikkei Asian Review published a report today that alleges Konami has been reliably blacklisting, stonewalling, and generally just making things difficult for people who choose to leave.
Business/Marketing, Serious

Staffordshire University to offer UK's first eSports degree  
by Alex Wawro [05.30.17]
This is a big deal because it's the first time any university in the United Kingdom has pitched a degree program as being explicitly about the business of playing games professionally.
Business/Marketing, Serious

Why Texas may have lost its status as a hotbed of game patent lawsuits  
by Alex Wawro [05.24.17]
The Supreme Court has issued a ruling on a patent fight overpowdered drink mixes that potentially changes the landscape ofpatent fights in the game industry -- by moving them out of East Texas.
Business/Marketing, Serious

Video Game Deep Cuts: Gnog Bunnies Love Snipperclips  
by Gamasutra Staff [05.22.17]
This week's best longread/standout articles & videos about games include Gnog's quirky gameplay, Second Life bunny tragedy, and Snipperclips' surprising third-party story, among others.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

Minecraft dev sacrifices Nirvana in-joke to save players' parrots 1
by Alex Wawro [05.16.17]
Here we are now, entertain us -- but please don't encourage us to unwittingly poison our pets.
Design, Serious, Social/Online

Attend VRDC Fall 2017 and learn about Tilt Brush and phobia care in VR  
by Staff [05.10.17]
VRDC Fall 2017 organizers debut two talks for the September show: a deep dive into the development and production of Tilt Brush and a deep look at how VR can/should be used to treat phobias!
Design, Production, Serious

U.S. politicians form Congressional caucus dedicated to VR & AR tech  
by Alex Wawro [05.03.17]
They're referring to it as the 'Reality Caucus', and together the 5 founding co-chairs hope to 'help support innovation and address the challenges posed' by VR, AR and mixed-reality tech.
Business/Marketing, Serious

How to Handle Criticism Like a Classy Developer  
by Jennifer Mendez [06.22.17]
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Top Kickstarter Tips From Kickstarter's Video Games Expert 1
by Anya Combs [06.22.17]
I talk to a ton of people who are planning to launch game projects on Kickstarter. Here's what I tell them.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Smartphone/Tablet

The 4 Required Parts of any Game Tutorial  
by Josh Bycer [06.21.17]
Today's post looks at tutorial design and what elements should be a required part of any tutorial regardless of the genre or game.
Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

The effect of proper pre-production  
by Dennis Verschuur [06.21.17]
How much impact does it have on the outcome of the quality on a game when the developers take the time to carry out a proper pre-production phase?
Production, Serious

Selling ASCII: Pre-Steam Sales Data for a Traditional Roguelike 4
by Josh Ge [06.20.17]
A summary of Cogmind's second year of alpha (early access) sales data, including revenue, pricing effects, and a breakdown of development time.
Business/Marketing, Production, Serious, Indie

Impulse Gear, Inc. — San Francisco, California, United States
Lead Concept Art / Look Development Artist

Tangentlemen — Playa Vista, California, United States
AI Engineer
AI Engineer @ Tangentlemen

UBM Tech — San Francisco, California, United States
General Manager, Game Developers Conference
Game Developers Conference is the world's largest professional game industry event. GDC attracts over 26,000 attendees, and is the primary forum where programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games and virtual reality gather to exchange ideas and shape the future of the industry. The GDC General Manager has overall responsibility for managing the success and growth of GDC San Francisco, as well as related VRDC events co-located with GDC and standalone during the year.

Disruptor Beam — FRAMINGHAM, Massachusetts, United States
Director, User Acquisition

Infinity Ward / Activision — Woodland Hills, California, United States
UI/UX Director
Infinity Ward is currently seeking an exceptional UI/UX Director to join our team on a new, exciting project. This is a key role designed to help establish the look of the game’s front end user interface, in-game HUD and additional art content that is consistent with the art direction of the project.

Infinity Ward / Activision — Woodland Hills, California, United States
IT Technician (Temporary)
As an IT Technician at Infinity Ward you will field all help desk calls from our internal end-users with the highest level of service and support. Your essential duties and responsibilities will include identifying, diagnosing, and resolving technical problems for our users.

Infinity Ward / Activision — Woodland Hills, California, United States
Senior Rendering Engineer
Infinity Ward is looking for a Senior Rendering Engineer to join our team and drive the vision of what a true next-gen console can achieve. You relish the challenge of achieving graphical rendering excellence in less than 16ms. You keep up to date with industry trends, want to intelligently apply the latest rendering techniques, and even break new ground on your own. You're comfortable writing gpu shaders and cringe when your gpu capture says you just added .2 ms more to the frame than you thought it should. If you also have experience implementing tech features end to end, from data file to the screen, then put another feather in your cap and contact us!

Infinity Ward / Activision — Woodland Hills, California, United States
Engine Software Engineer
Infinity Ward is looking for an Engine Programmer, someone who considers themselves a Generalist with the ability to work with (or near) rendering code. You would be comfortable understanding the needs of and writing a render target management system as well as modifying how the priorities function in our threaded worker command system. You might find yourself debugging an access violation in the render list generation code one day and working on optimizing the shader compiler build pipeline the next. If that gets your fingers twitching ready to tickle the keyboard - then you may just be who we're looking for.

Infinity Ward / Activision — Woodland Hills, California, United States
Associate Tools Engineer
Infinity Ward is currently seeking an Associate Tools Engineer in the Woodland Hills, CA area. The ideal candidate should have several years of full-time programming experience in games, film, or a similar environment with a mix of technical and creative individuals/teams. We are looking for someone who is passionate about working with content creators and engineers of other disciplines to build awesome tools. This is an exciting opportunity to join an award winning video game developer and work with the best gaming talent in the world.

Infinity Ward / Activision — Woodland Hills, California, United States
Core Systems Engineer
Infinity Ward is currently seeking a Core Systems Engineer in the Woodland Hills, CA area. The ideal candidate would have some industry experience in designing and building the core systems that supports the game design. While the work may involve some gameplay work, the primary focus is at the systems and engine level, working with the other members of the team (including designers, animators, artists and other engineers) to achieve phenomenal results.