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October 20, 2014
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Blog: Crowdsourced translations can work: Here's how 1
by Gamasutra Community [10.15.14]
"The flow of work can go a lot smoother when partnering with some trustworthy power users. They will be able to provide extra localization feedback to your products if they are highly engaged."
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Robin Hunicke joins UC Santa Cruz's game program as an instructor  
by Christian Nutt [10.14.14]
The Games and Playable Media program picks up the Journey producer and co-author of the influential MDA framework as an Associate Professor of Art & Game Design.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: Unity - King of the web, teacher of children, betrayer of men 21
by Gamasutra Community [10.13.14]
"Bottom line? Unity is an amazingly versatile piece of software whether you are building a prototype or a triple-A title. But it has a rather spotty history when it comes to new deployment platforms."
Business/Marketing, Programming, Production, Console/PC, Serious, Indie

Maintaining quality of life as a game developer, entrepreneur, and parent 8
by Gamasutra Community [10.13.14]
"According to the IGDA Developer Satisfaction Survey, 70% of respondents do not have children. Are we sacrificing too much of our family life for our passions and careers as game developers!?"
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Journalism school nets $250k grant to train leaders in game design 3
by Alex Wawro [10.09.14]
The American University School of Communication is using a Knight Foundation grant to try and train journalists to apply the principles of game design to the challenges of leading a media outlet.
Business/Marketing, Console/PC, Serious

Game creation for the masses: What's next for Twine Exclusive 2
by Leigh Alexander [10.09.14]
As Twine's version 2.0 enters beta, creator Chris Klimas reflects on the game creation tool whose role and impact he could never have anticipated -- and how many more potential creators remain to be reached.
Design, Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, Exclusive

How to work efficiently: Pomodoro/timeboxing on multiple projects 4
by Gamasutra Community [10.06.14]
"have been working independently for eight-ish years now, and one of the most popular suggestions for how to help yourself have a bit more discipline is Pomodoro Technique, sometimes called 'timeboxing.'"
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Last chance to be a speaker at GDC 2015 Summits!  
by Staff [10.03.14]
Future GDC speakers, don't miss your last chance to propose a talk for one of the GDC 2015 Summits!
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, 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


A Farewell Letter to GamerGate  
by James Beech [10.16.14]
A veteran game developer weighs in on the life, and apparent death, of GamerGate
Art, Serious, Indie

The Role of Luck: Why RNG isn't the answer 9
by Elyot Grant [10.16.14]
Hearthstone's design team told us we'd be crazy to make a game without luck. But here's the secret to why games without luck are actually more addictive, and players are far better off without it (contrary to what most AAA studios would have you believe).
Design, Console/PC, Serious, Indie

VR Meetups: The Story of Haves and Have Nots  
by Neil Schneider [10.16.14]
Popular Meetups like SVVR, VRLA, and San Francisco VR Meetup are getting kudos for inexpensively getting a lot of expertise in one room. Learn about the gaps that need to be filled to grow the industry, and an effort being done to fill them.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Hidden Narrative in Games and Literature  
by Daniel Shumway [10.15.14]
I posit that there is a story genre that falls under the heading of "hidden narrative", and that those stories share a common theme.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

“Why Are Manhole Covers Round?”  
by Bill Borman [10.15.14]
If people really think that the most likely answer is that the original designer of the manhole cover made it round because it can't fall in, or it doesn't need to be precisely aligned, or you can roll it for goodness' sake, they're crazy.
Business/Marketing, Programming, Serious


Vicarious Visions / Activision — Albany, New York, United States
[10.20.14]
Human Resources Manager
See job description.

Monochrome LLC — Aptos, California, United States
[10.19.14]
Senior Programmer


Digital Extremes — London, Ontario, Canada
[10.18.14]
Character Artist


Digital Extremes — London, Ontario, Canada
[10.18.14]
Sound Designer


Gearbox Software — Plano, Texas, United States
[10.17.14]
Server Programmer


Giant Sparrow — Playa Vista, California, United States
[10.17.14]
Junior 3D Artist


Giant Sparrow — Playa Vista, California, United States
[10.17.14]
Lead Artist


Amazon — Seattle, Washington, United States
[10.17.14]
Event Marketing Specialist, Game Services


Digital Extremes — LONDON, Ontario, Canada
[10.17.14]
UI ARTIST/DESIGNER


Digital Extremes — London, Ontario, Canada
[10.17.14]
Generalist Programmers