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December 17, 2014
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December 17, 2014
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5 events that shook the game industry in 2014 71
by Alex Wawro, Kris Graft [12.16.14]
As the year winds down around us, we zero in on five specific events that rocked the industry in 2014.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Top 10 Game Developers of 2014 45
by Staff [12.11.14]
With 2014 coming to a close, it's time for our end of year roundups, starting with perhaps our most important annual list: The Top 10 Game Developers of 2014.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

The 5 trends that defined the game industry in 2014 19
by Kris Graft [12.15.14]
2014 was...something. But it was more than just groups of people at each others' throats over their opinions on video games.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Loot drop best practices 6
by Gamasutra Community [12.16.14]
Daniel Cook drops loot design knowledge: "Many games have loot. Usually this drops randomly. Here are some best practices I've encountered over the years."
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

GDC debuts childcare services so parents can attend worry-free 2
by Staff [12.15.14]
Game Developers Conference officials are excited to announce a new partnership with leading childcare provider KiddieCorp to offer GDC 2015 attendees access to an on-site children's program.
Business/Marketing, Serious, GDC

Betting our $10M-selling game on the future of interactive education 2
by Gamasutra Community [12.15.14]
"High School Story has been a big success: it hit #10 on the iPhone charts, stayed in the Top 150 for a year, and generated over $10 million in sales... and we're adding a fully formed learning feature."
Business/Marketing, Design, Serious, Smartphone/Tablet

Best of 2014: Is YouTube killing the traditional games press? 56
by Mike Rose [12.17.14]
This year saw a notable shift in the video game industry that many traditional game critics would rather turn a blind eye to than investigate.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Video: Understanding how games influence the way boys behave 2
by Staff [12.12.14]
At GDC 2013, author Rosalind Wiseman teamed up with game industry personality Ashly Burch for a thought-provoking session about the connection between games and social behavior among school-aged boys.
Business/Marketing, Serious, Video, Vault


Creating Virtual Reality Games: The Fundamentals 16
by Sbastien 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


This isn't Censorship, it's Intelligence 2
by Ryan Morrison [12.17.14]
You've probably seen by now that Hatred has been pulled by Steam. In what shouldn't be much a surprise, a game trying to cross the line, well, crossed the line. Here's why that's a great thing.
Business/Marketing, Design, Art, Console/PC, Serious, Indie, Social/Online

How the Indie Market has Blocked Cloning  
by Ulyana Chernyak [12.17.14]
Today's post examines how the PC Indie market has been combating the issue of cloning that has plagued mobile development thanks to a focus on quality. However what has helped against cloning also makes it hard to release titles on the mobile market.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Communication For The Win  
by Keaton White [12.16.14]
A discussion of the importance of communication as a core component of collaboration in game development and a few lessons on ways to promote positive and effective communication within the team.
Production, Console/PC, Serious, Indie

Examining "Cloning" in the Mobile Market  
by Ulyana Chernyak [12.16.14]
Cloning is a big problem facing mobile developers and today's post looks at what it is and why it's also very hard to stop.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Agile Principles of Game Design/Development  
by Charles Palmer [12.15.14]
The Agile Manifesto was written sometime ago to promote a new customer focused, iterative way of working that empowers the people building software. In this blog we take a look at a games focused rewrite in order to better understand how it may help us.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Filament Games LLC — Madison, Wisconsin, United States
[12.17.14]
Game Artist


2K — Novato, California, United States
[12.17.14]
Director of Social Marketing
This position is based out of Novato, CA. The Director of Social Marketing will lead the team charged with growing, managing and driving 2K’s engagement with consumers across digital and social media throughout the product life-cycles and for the 2K brand overall. This role will be responsible for the design, development and implementation of 2K’s Social Marketing Strategy and execution. Our goal is to expose more people to our games and brands and to deepen our brands’ relationships, conversations and engagement levels with our consumers.

BluBox Games — Santa Monica, California, United States
[12.17.14]
Product Marketing Manager
BluBox Games is a leading publisher of mobile games with operations in Santa Monica, CA. BluBox’s highly successful games include Fast Finger and Monster High Ghouls and Jewels. To fuel its rapid growth, BluBox is seeking a dynamic and motivated Marketing Manager with experience in mobile and/or social gaming, a passion for the creative process, fluency with app analytics and community management, a hands-on approach to partnering with cross-functional teams and licensors. By joining BluBox, you will be at the cutting edge of mobile marketing and contribute to the growth and shape of the publishing business as a whole.

Harmonix Music Systems — Cambridge, Massachusetts, United States
[12.17.14]
Software Engineer- Animation
You will work closely with artists to bring life and motion to our games' characters on multiple platforms, managing artist-facing tools and pipelines as well as the engine-level animation code.

Harmonix Music Systems — Cambridge, Massachusetts, United States
[12.17.14]
Software Engineer - Gameplay
Harmonix has an immediate opening for a passionate, motivated, and highly skilled Gameplay Engineer to join our world-class team. You will work with designers, artists, musicians, and engineers to bring our work to life on brand new IP, across multiple platforms.

Cloud Imperium Games — SANTA MONICA, California, United States
[12.17.14]
Senior Producer


Cloud Imperium Games — Austin, Texas, United States
[12.17.14]
Release Engineer


Cloud Imperium Games — Santa Monica, California, United States
[12.17.14]
Lighting Artist


Cloud Imperium Games — Austin, Texas, United States
[12.17.14]
Server/Backend Engineer


Cloud Imperium Games — Austin, Texas, United States
[12.17.14]
Gameplay Engineer