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July 29, 2015
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What Yoko Ono's art teaches us about video games Exclusive  
by Katherine Cross [07.23.15]
Yoko Ono's brilliant performance art pieces were designed to be interactive and impermanent, ensuring that each audience member had their own unique experience of them.
Design, Art, Serious, Indie, Exclusive

GDC Europe and Gamescom partner for first annual Women In Tech Day  
by Staff [07.22.15]
GDC officials are happy to announce a partnership with gamescom to help put on the first annual Women in Tech Day in Cologne, Germany on August 5th, immediately following GDC Europe.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC Europe

Video: How to save game history forever -- or doom it to oblivion 1
by Staff [07.21.15]
"Games. Have. Historical. Value. If you don't think games have historical value, everything I say is gonna be a guy talking about stuff you don't care about," says archivist Jason Scott at GDC 2015.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, Video, Vault

Is it worth it? Whiplash & the fetishization of crunch 30
by Gamasutra Community [07.20.15]
"Of the many problems with overwork in the game industry, the fact that we so often fetishize it and see it as the 'one true way' is one of our biggest problems."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Video: Women share their #1ReasonToBe in games at GDC 2015 1
by Staff [07.10.15]
Watch the triumphant GDC 2015 return of one of the event's most popular and positive sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Design, Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, Video, Vault

PSA: Today is your last day to save by registering early for GDC Europe  
by Staff [07.08.15]
Game developers, take note: GDC officials would like to remind you that today is the last day you can register early for GDC Europe at a discounted rate, potentially saving yourself up to 200 euros.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC, GDC Europe

A close look at the modern asset pipeline 1
by Gamasutra Community [07.07.15]
"A modern asset pipeline can help teams that are striving for greatness in visuals, without having to drown in the amount of work required to make the game run properly."
Programming, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Games affecting people 10
by Gamasutra Community [07.01.15]
Raph Koster that despite arguments to the contrary, we must accept -- we do accept -- that games have an effect on people, and we must also be conscious of that power.
Design, 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


OUYA, Razer and the Free The Games Fund  
by Robert Fearon [07.29.15]
Thoughts on the OUYA/Razer deal and what it means for the Free The Games Fund in the wake of recent news.
Business/Marketing, Serious, Indie

Get Free Marketing System [File Attached]  
by Jero Juujärvi [07.29.15]
Today, I want to share you somethings good. I am giving away my personal marketing system for you, for free.
Business/Marketing, Serious, Indie, Social/Online, Smartphone/Tablet

Color in Games  
by Herman Tulleken [07.29.15]
In this article we look at color in games: its function, how technology has improved color display, and how our biology affect the perception of color.
Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

True meaning of the "Game as a service"  
by Ilya Eremeyev [07.29.15]
Free-2-play games are known as a “games as a service”, but often that means only their monetization and operation model - regular updates and a continuous production throughout the entire product life. Well, it is not.
Business/Marketing, Design, Production, Serious, Social/Online

Fear and Change. How Making The Hard Decision Saved Rosvita 1
by Simon Ashbery [07.29.15]
Making games can take a hard toll on the ego. As creators we understandly get attached to our favourite mechanics, the things that make our project unique and interesting. But what happens when those mechanics have a detrimental effect on the project?
Design, Production, Console/PC, Serious, Indie


WEVR — Venice, California, United States
[07.29.15]
Senior Artist, Virtual Reality Project


WEVR — Venice, California, United States
[07.29.15]
Senior Animator, Virtual Reality Project


Sucker Punch Productions — Bellevue, Washington, United States
[07.29.15]
Technical Art Director
Technical Art Director

WEVR — Venice, California, United States
[07.29.15]
Senior Engineer, Virtual Reality Project


Game Circus LLC — Addison, Texas, United States
[07.29.15]
Data Scientist


MindBlown Labs — Oakland, California, United States
[07.29.15]
Producer


Tango - Austin — Austin, Texas, United States
[07.29.15]
UI Designer
Tango Austin is looking for a talented UI Designer to create amazing user experiences for mobile games. The ideal candidate should have an eye for clean, artistic and appealing design, possess superior UI skills and be able to translate high-level design requirements into interaction flows and iconology, and transform them into beautiful, intuitive, and functional user interfaces.​

Tango - Austin — Austin, Texas, United States
[07.29.15]
Software Engineer - Server
Tango Austin is looking for talented software engineers to join our studio-wide server team. A successful candidate will be responsible for designing and implementing reusable server solutions across multiple game teams.

Tango - Austin — Austin, Texas, United States
[07.29.15]
Software Engineer - Games
Tango Austin is looking for talented software engineers to join our game studio. The ideal candidate enjoys working with a small team to create fun and innovative mobile game titles and can thrive in a position of responsibility where they will have a large impact.

Powerhouse Gaming, Inc. — Sacramento, California, United States
[07.29.15]
Game Programmer