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November 30, 2015
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November 30, 2015
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On Thanksgiving, what are game devs thankful for? 1
by Staff [11.26.15]
It's the Thanksgiving holiday here in the U.S., and on Twitter, we asked devs to tell us what they're thankful for. We've compiled a list of responses -- feel free to add yours!
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Video: 4 questions to help you find the best theme for your game  
by Staff [11.16.15]
As part of the GDC 2013 Microtalks sessions, Plants vs. Zombies creator George Fan hopped up on stage to quickly run down four questions he'd created to help clarify the themes of his games.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, Video, Vault

Understanding this year's biggest video game copyright ruling 3
by Chris Baker [11.13.15]
We explore the significance of a recent ruling by the US Copyright Office that grants some exemptions to the stringent copyright protection of games.
Business/Marketing, Console/PC, Serious, History

How Monarch redefines what winning means in strategy games 4
by Bryant Francis [11.11.15]
'We rarely consider how being highly cultured is a strategy for maintaining power. When leaders are having cocktail parties with influential people, there’s work being done.'
Design, Art, Serious, Indie

Layoffs at Just Cause 3 developer Avalanche Studios 1
by Chris Kerr [11.02.15]
Just Cause 3 developer Avalanche Studios has been forced to let go staff at both its New York and Stockholm offices.
Business/Marketing, Production, Serious

There are over 1,600 studios and publishers in the U.S., says the ESA 13
by Christian Nutt [10.30.15]
And there are over 400 colleges and universities offering game development programs, too -- as the industry spreads across the entire country.
Business/Marketing, Console/PC, Serious, Indie, Student/Education, Social/Online, Smartphone/Tablet

Capcom sees sales rise as profits tumble  
by Chris Kerr [10.29.15]
Capcom has released its financial results for the six-month period ended September 30, and although sales have seen a healthy increase, net income has dipped year-over year.
Business/Marketing, Serious

A strategy guide to selling your ideas to your boss, coworkers, and minions 1
by Gamasutra Community [10.29.15]
"The transference of an idea that has to overcome resistance (obstacles like defensiveness, busyness, disinterest, or just plain old not liking you) I call a sale."
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Don’t Test Private Methods  
by David Bernstein [11.25.15]
I often get the question when teaching developers test driven development (TDD), “How do you test private method?” The short answer is you don’t, but there’s also a longer answer...
Programming, Serious

Game Accessibility and Impacting Game Design 1
by Josh Bycer [11.25.15]
Today's post touches on the concept of game accessibility, and some of the factors you need to think about in terms of consumers with impairments playing your game.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Jetpac to the Past 1
by Scott Fine [11.25.15]
This week we will be taking a look into Jetpac, a retro game from 1983, and discussing what current day Game Designers can learn from it.
Design, Console/PC, Serious

Boom, headshot: help your gaming site avoid the devastating blow of a DDoS attack  
by Amanda Walters [11.25.15]
Regardless of the experience they put out for end users, running an online gaming site isn’t all fun and games. Between rapidly evolving graphics and technology, competition, demanding users and the need for constant site uptime and instant response time,

Minimizing the Pain of Lockstep Multiplayer  
by Daniel Collier [11.24.15]
Any programmer who has ever grafted multiplayer functionality onto a single player game will tell tales of just how difficult the process can be. For Rapture, the process went relatively smoothly because we planned ahead for lockstep multiplayer.
Programming, Serious, Indie, Smartphone/Tablet

Gumi Germany GmbH — Berlin, Germany
Lead Designer

Gumi Germany GmbH — Berlin, Germany
Lead Programmer

YAGER Development GmbH — Berlin, Germany
Build Engineer (f/m)
A build engineer at YAGER sits at the border of tools programming, IT and the development teams.

Deck13 Interactive — Frankfurt, Germany
Head of Game Design

Sparkypants Studios — Baltimore, Maryland, United States
QA Manager

Sparkypants Studios — Baltimore, Maryland, United States
Community Manager

The Workshop — Marina del Rey, California, United States
Senior FX Artist
Senior FX ArtistThe Workshop is looking for a senior FX Artist to join the team in our Marina Del Rey, CA office. Job DescriptionCreate and manage FX, including particle systems, shader and full...

The Workshop — Marina Del Rey, California, United States
Senior 3D Environment Artist
Senior 3D Environment Artist

3BLACKDOT — Los Angeles, California, United States
Contract Game Engineer

Gearbox Software — Frisco, Texas, United States
Publishing Producer