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April 17, 2014
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Blog: Organizing yourself when overwhelmed  
by Gamasutra Community [04.16.14]
"I'm not writing this to give you a fail-safe solution. I don't even have a solution. I'm just going to argue a bit how first trying to organize yourself can help your efficiency through the day."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

6 tips to make your backlog lean 2
by Gamasutra Community [04.15.14]
"A large backlog is a problem. A fat backlog will impede innovation and cause a frustration. Is our ability to generate ideas paradoxically one of the biggest impediments for new ideas?"
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: How to get the best our of your external QA team 2
by Gamasutra Community [04.11.14]
"We had different sorts of clients, ranging from the biggest players to the small indie studios. All of them made common mistakes -- some of which are easily avoided."
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Shipping on time 2
by Gamasutra Community [04.03.14]
"How do we, as obsessive, design happy, feature happy, develop happy engineers actually ship something?" This blog post explains -- in detail.
Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Sexism in the game industry: A study 42
by Gamasutra Community [04.02.14]
Research culled from a year of research and over 40 interviews with women working in the game industry, previously presented at GDC 2014.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: The Unity Asset Store and the hidden cost of doing it yourself 25
by Gamasutra Community [03.31.14]
"One of the things that we often forget when developing a game, especially when you are an indie, is that everything has a cost. EVERYTHING."
Programming, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Romero awarded Fulbright fellowship for Irish industry work Exclusive 2
by Leigh Alexander [03.28.14]
Brenda Romero has been awarded a Fulbright fellowship to help develop Ireland's game industry -- a project of deep personal value. She may also be the first game dev to receive the prestigious grant.
Design, Programming, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, Exclusive

Blog: How to speak engineer 23
by Gamasutra Community [03.28.14]
"As a non-technical person, how do you begin building a relationship with and speaking to an engineer? How do you go about the creation of a social and professional rapport?"
Programming, Production, 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


Let there be shadow!  
by Joey Fladderak [04.16.14]
In this post I will explain how you can get shadows in your own custom vertex/fragment shader in Unity3D.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Power of encouragement  
by Anton Temba [04.16.14]
Find out about the most influential tool a game designer wields: The Power of Encouragement. Detailed explanation of what it is, how to use it, as well as a look the at potential risks and opportunities involved with using this power.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online

PC Gaming Master Race: Some Empirical Data 3
by Matthew White [04.16.14]
Actual scientific test of the keyboard and mouse / controller debate.
Design, Console/PC, Serious

Why you need a copyright registration before you do a DMCA takedown  
by Zachary Strebeck [04.16.14]
California copyright lawyer Zachary Strebeck examines the reasons for registering a copyright and why it may be necessary if you plan to file a DMCA takedown notice.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Virtual Reality Controller Patent Landscape Analysis 1
by Dat Nguyen [04.15.14]
This article analyzes the virtual reality controller patent landscape by identifying patenting trends in the area, key patent holders in the area, and potential risks faced by new companies entering the virtual reality gaming space.
Design, Programming, Production, Console/PC, Serious, Advanced Input and Output, VR


Turbine Inc. — Needham, Massachusetts, United States
[04.16.14]
Director, Analytics Platform Development
Director, Analytics Platform Development

2K — Novato, California, United States
[04.16.14]
Web Producer


Linden Lab — San Francisco, California, United States
[04.16.14]
Sr. Front-end Web Developer
Create performance-optimized, highly interactive web interfaces.

Linden Lab — San Francisco, California, United States
[04.16.14]
Sr. Software Engineer, Back-end
Be the go-to person for the Python backend of our iOS app, Blocksworld!

Linden Lab — San Francisco, California, United States
[04.16.14]
Lead Engineer
Lead Engineer needed to lead a group of Engineers working on our iOS game, Blocksworld!

Nix Hydra Games — Hollywood, California, United States
[04.16.14]
Programmer


Turbine Inc. — Needham, Massachusetts, United States
[04.16.14]
VP, Operations
Turbine is looking for a VP of Operations to lead our operations team.

Muti Labs — Santa Monica, California, United States
[04.16.14]
Senior Game Engineer


Gaijin Games — Santa Cruz, California, United States
[04.16.14]
3D Artist


International Game Technology — Reno, Nevada, United States
[04.16.14]
Sr. Concept Artist/Illustrator