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July 23, 2014
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July 23, 2014
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Alaska Natives share their stories, culture through commercial games Exclusive  
by Leigh Alexander [07.21.14]
After 20 years in traditional games, Sean Vesce aims to help the Inupiat people of Alaska share their culture and values with the commercial gaming audience through puzzle platformer Never Alone.
Design, Programming, Production, Art, Console/PC, Serious, Indie, Exclusive, Video

Video: Designing games to be impactful, not escapist entertainment  
by Staff [07.23.14]
In this GDC 2013 talk, designer Jane McGonigal reminds developers that their games really do affect the lives of their players and gives design advice to ensure those effects are positive.
Design, Production, Console/PC, Serious, Video, Vault

Overcoming Impostor's Syndrome 27
by Gamasutra Community [07.17.14]
"You realize that you don’t deserve to be here. You do not belong. You see amazing, talented people with more experience and talent, and you know you aren’t qualified to work in their industry."
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Don't Miss: Unorthodox tips on improving your programming skills 29
by Gamasutra Community [07.16.14]
There are "plenty of good resources out there that teach the technical skills"; this post concentrates on "the more personal lessons that you often only learn through experience or trial and error."
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

GDC Europe debuts VR, #1ReasonToBe talks; last day for early reg!  
by GDC Staff [07.16.14]
As the deadline for GDC Europe early reg. looms, organizers highlight some of its most interesting talks on topics like Sony's Project Morpheus, #1ReasonToBe, the history of Ninja Theory and a postmortem on Broken Sword.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC Europe

Share your programming tricks on Gamasutra blogs 8
by Christian Nutt [07.10.14]
Have a great, practical programming technique you think Gamasutra's readers would appreciate? Write it up in Gamasutra blogs!
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How the Codemancer Kickstarter campaign became a success 9
by Gamasutra Community [07.10.14]
"I did not embark on my Kickstarter journey lightly, but sought the advice of many experienced people... The final amount raised was $52,725 by 1,862 backers. That's 439% of the original goal."
Business/Marketing, Console/PC, Serious, Indie, Smartphone/Tablet

Unconventional tips for improving your programming skills 29
by Gamasutra Community [07.07.14]
There are "plenty of good resources out there that teach the technical skills"; this post concentrates on "the more personal lessons that you often only learn through experience or trial and error."
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


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


Interview with a Casual Game Dev moving to Hardcore Game Dev by Me  
by Renante Silvestre [07.23.14]
For my birthday I interviewed myself, here's how it went.
Design, Programming, Serious, Indie

The Story These Stories Aren't Telling 5
by Elizabeth Sampat [07.22.14]
On Gamasutra today, the annual salary survey shows a smaller-than-average wage gap between the sexes. On Polygon, an expose of the harassment women faces shows a larger problem. But the biggest problem in both articles isn't getting discussed.
Business/Marketing, Serious

Will that crowdfunded game ever actually ship? 15
by Lars Doucet [07.21.14]
A simple "rule of thumb" for quick "smell-test" risk assessment of crowdfunded game projects.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Starsector: A Story of Indie Development Done Right - Interview with Alex Mosolov  
by Mihai Cosma [07.20.14]
In this article i interview Alex Mosolov, an indie developer and lead of Fractal Softworks, lead dev of one of the most well-designed and properly-managed indie games that you most likely don't know about, Starsector.
Business/Marketing, Design, Production, Console/PC, Serious, Indie

Post Release Blues: A Theory  
by Phil Royer [07.18.14]
I've been mulling over the post-release blues for some time now. The main reason is because I've been hit hard around the release of Super Pixalo and finishing up my last year of college.
Programming, Production, Serious, Indie


Firaxis Games — Sparks, Baltimore, Maryland, United States
[07.23.14]
Senior Visual Effects Artist


Gearbox Software — Plano, Texas, United States
[07.23.14]
Release Engineer


Turbine Inc. — Needham, Massachusetts, United States
[07.23.14]
Software Engineer, Mobile
Turbine, Inc. seeks a Software Engineer for its Needham, MA development studio to develop new products for mobile and tablet platforms. In this position, you will have a hands on role in defining and implementing key game systems and features, in collaboration with other software engineers, artists, and game designers. You will be working with a mid-size team of developers to create new products for iconic Warner Bros. intellectual properties. We are looking for candidates with a passion for games and game development.

Big Fish Games — Seattle, Washington, United States
[07.23.14]
Director of Product Management


Turtle Rock Studios, Inc. — Lake Forest, California, United States
[07.23.14]
Technical Artist - Turtle Rock Studios


Hyper Hippo Productions Ltd. — Kelowna, British Columbia, Canada
[07.23.14]
Senior Unity Developer


Nordeus — Belgrade, Serbia
[07.23.14]
Senior Game Designer


Technicolor — Austin, Texas, United States
[07.23.14]
Core Systems Engineer


Turbine Inc. — Needham, Massachusetts, United States
[07.23.14]
Product Marketing Manager: Mobile Games
This newly created position requires you to build strong relationships across the organization including Game Development, Consumer Insights, Creative Design, User Acquisition, Brand, etc. As a master planner, you understand how to execute a go-to-market plan that drives acquisition, conversion, retention and monetization. We are a fast-paced team that operates in an open environment where change is constant and the ability to collaborate autonomously is critical to success – the ideal candidate thrives in an entrepreneurial and agile role.

Xaviant — Cumming, Georgia, United States
[07.23.14]
Senior Quality Assurance Analyst