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April 19, 2015
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U.S. government backs summit to unite teachers and game makers 7
by Alex Wawro [04.14.15]
The U.S. Dept. of Education will help host the first-ever "Games for Learning Summit" to try and bring educators and developers together to discuss how to best design games for use in the classroom.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Adding debt to your daily Scrum 4
by Gamasutra Community [04.14.15]
"After being stung by it a few times... I’ve added a fourth question that everyone is expected to answer in daily Standups: What debt have I incurred?"
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: A living guide to the GDC vault 8
by Gamasutra Community [04.10.15]
A project from Schell Games developers to rate GDC Vault talks by quality, "in the hopes that it will help you find the gold nuggets in the vast expanse that is the GDC Vault."
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

Don't Miss: Where Games Go To Sleep - The game preservation crisis 44
by John Andersen [04.09.15]
A look into the state of classic game preservation circa 2011, this feature delves into strange tales of what happened to Atari's source code, the surprising rescue of Sonic Spinball, and much more.
Business/Marketing, Console/PC, Serious, Social/Online

Video: Stanford seminars examine the societal impact of games  
by Alex Wawro [03.31.15]
Stanford is publicly sharing videos from its Interactive Media & Games Summit, an ongoing series of open lectures on how games intersect with art, healthcare, education and other aspects of society.
Business/Marketing, Design, Console/PC, Serious, Indie, Video

Unity creates educational resources, makes engine free to teachers  
by Christian Nutt [03.23.15]
Unity 5 can head to high schools complete with a curricular framework for teaching the engine, and standards aimed at integrating with school curricula.
Programming, Console/PC, Serious, Indie, Student/Education, Social/Online, Smartphone/Tablet

Testing in a Scrum team  
by Gamasutra Community [03.23.15]
"I will discuss what types of testing I think should be done by a Scrum team, and what types could be done by someone outside of the team."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

New Chicago summit aims to raise awareness about video game law  
by Alex Wawro [03.20.15]
Two Chicago-based law students are looking to raise awareness among developers about the state of video game law by organizing the first annual Chicago Video Game Law Summit next week.
Business/Marketing, 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


Tears for Spheres: Developing "Grudgeball" in the year everything changed  
by Guillermo Crespi [04.17.15]
HeavyBoat is a game development company from Argentina. This is the story behind "Grudgeball", one of our latest collaborations with Cartoon Network, and how the business risks HeavyBoat took during that year made it our most difficult period to date.
Design, Production, Serious, Smartphone/Tablet

The most important reason to register your copyrights  
by Zachary Strebeck [04.16.15]
Game lawyer Zachary Strebeck looks at the big reason you should register your copyrights sooner than later: more money. A prompt registration allows you to get damages for infringement without having to prove how you were actually damaged.
Business/Marketing, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Celebrating Dual Stick Control Schemes in Game Design  
by Josh Bycer [04.15.15]
Today's post looks at how control schemes were forever altered thanks to the evolution of the dual stick system and what they mean when designing gamepads and the difference between 2D and 3D game design.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Smartest $5,000 You’ll Ever Spend on Your Mobile Game: Q&A with Rovio’s VP of User Acquisition & Engagement 1
by Pepe Agell [04.14.15]
Chartboost Head of International chats with Eric Seufert — Rovio's new VP of user acquisition and engagement — about the ins and outs of a killer UA strategy and expectations for the future of mobile gaming.
Business/Marketing, Serious, Indie, Smartphone/Tablet

Implementing an Open World Isometric Game Engine Based on a Block World Design  
by Benedikt S. Vogler [04.14.15]
Some insights about algorithms and techniques of an isometric block world game engine are shared by Benedikt S. Vogler.
Programming, Console/PC, Serious


Activision Publishing — Santa Monica, California, United States
[04.18.15]
Associate Producer-Call of Duty
See job description.

Limbic — San Francisco, California, United States
[04.18.15]
Senior Game Designer
We’re looking for a Senior Game Designer for an undisclosed mid/hardcore 3D social mobile game. The ideal candidate has strong experience and knowledge in mobile game design, MMOs and virtual-goods based business models.

2K — Novato, California, United States
[04.17.15]
Recruiting Coordinator – Temp


Hangar 13 — Novato, California, United States
[04.17.15]
Senior Technical Artist (Dynamics)
Hangar 13 is looking for an experienced Senior Technical Artist to help create dynamic cloth assets, proactively identify new technologies, develop tools and creatively solve pipeline issues. This is an amazing opportunity to work side-by-side with the finest talent working in game development today.

GlassLab, Inc. — Redwood City, California, United States
[04.17.15]
Backend Engineer
Backend Engineer

Hangar 13 — Novato, California, United States
[04.17.15]
Senior Level Architect
Hangar 13 is looking for an experienced Senior Level Architect to help create 3D environments that are both visually stunning and have great gameplay opportunities. The ideal candidate should be able to create a fulfilling 3d space, working out how game metrics and architecture mesh together. This is an amazing opportunity to work side-by-side with the finest talent working in game development today.

GlassLab, Inc. — Redwood City, California, United States
[04.17.15]
Front End Engineer
Front End Engineer

Muti Labs — Santa Monica, California, United States
[04.17.15]
Senior Game Engineer (Mobile / Unity)


GlassLab, Inc. — Redwood City, California, United States
[04.17.15]
Systems Engineer
Systems Engineer

GlassLab, Inc. — Redwood City, California, United States
[04.17.15]
Data Engineer
Data Engineer