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December 22, 2014
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How to estimate the time needed for game localization  
by Gamasutra Community [12.22.14]
A quick guide for both the localization company and the game developer or publisher -- how to create a realistic estimate of the time it'll take and, then, the cost of that time.
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The three sources of quality in game audio  
by Gamasutra Community [12.22.14]
"When considering 'quality' in both the output and processes of a game audio department, there are three key areas... These three areas all place the user experience first and foremost."
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Game audio pillars  
by Gamasutra Community [12.19.14]
"The thought here is to provide high-level transparent goals for the audio department within a development environment, and to serve as a series of checks and balances by having a longer term strategic outlook."
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Heads up: Security vulnerability discovered in git clients 3
by Christian Nutt [12.18.14]
"A critical Git security vulnerability has been announced today, affecting all versions of the official Git client," GitHub says. An update is live for its services, but everyone using git should be careful.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Best of 2014: Understanding Nintendo's Tomodachi Life problem 84
by Christian Nutt [12.18.14]
Christian Nutt examines why Nintendo's response to outcry over the lack of same-sex marriage in Tomodachi Life is so important, and reflects on the totemic power of marriage and identity in games.
Business/Marketing, Design, Console/PC, Serious

Communication for the win: Helping teams work together  
by Gamasutra Community [12.18.14]
Good communication: "From AAA teams to little indie outfits like us, nearly every developer has to confront this reality at some point. Still, I have seen firsthand that this can make or break a project."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The agile principles of game design and development 6
by Gamasutra Community [12.18.14]
"Let’s face it -- the Agile Manifesto is very much Software Engineer focused. This redrafting is a bit of an experiment in changing the principles to make sense for game design/development."
Production, Console/PC, Serious, Indie, Social/Online, 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


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


What Developers Can Do About Pirating Games  
by Ulyana Chernyak [12.19.14]
Piracy is a serious concern for game developers and today's post looks at some of the options available to designers to try and combat piracy.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Hiring a gamedev artist? Here are some things to keep in mind  
by Zachary Strebeck [12.19.14]
Game lawyer Zachary Strebeck interviews game artists Art Vogt and Lux for some opinions on how game developers should deal with paying their artists.
Business/Marketing, Design, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Three Sources of Quality in Game Audio  
by Rob Bridgett [12.19.14]
'Quality' can be a tricky beast to pin down and define. For some, 'high-quality audio' is simply a technical term referring to sample rates & bit depths. However, quality is something that needs attending to long before a sound makes it out of speaker...
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Game Localization Issues Part I: Time Estimation  
by Pawel Rewinski [12.19.14]
The first part of a series of articles on issues which arise during the process of games localization and linguistic testing. This post is focused on time estimation issues.
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Game Audio Pillars  
by Rob Bridgett [12.18.14]
Throwing down some high-level, transparent goals for a game audio department which can help build more resourceful and confident teams with an elevated view of what is in front of them.
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Monarc Gaming Labs — Santa Monica, California, United States
[12.22.14]
Wanted: Sr. Ass-Kicking Backend Developer | MongoDB | Socket.io


Nix Hydra — Los Angeles, California, United States
[12.22.14]
Programmer


Nix Hydra — Los Angeles, California, United States
[12.22.14]
Game Designer


GREE International — San Francisco, California, United States
[12.22.14]
Director/Sr. Director of Engineering - RPG
We're looking for a Director/Sr. Director of Engineering to lead development on one of our RPG titles! Reporting to the head of engineering for the studio, your mandate will be to hire and train world-class iOS, Android, Unity and Server engineers, manage and mentor the team, and provide technical insight and direction to the project.

Bungie LLC — Bellevue, Washington, United States
[12.22.14]
Systems Design Development Lead


Bungie LLC — Bellevue, Washington, United States
[12.22.14]
Engine Programmer (Experienced)


Bungie LLC — Bellevue, Washington, United States
[12.22.14]
Tools Engineer (Lead)


Cloud Imperium Games — Santa Monica, California, United States
[12.22.14]
Design Director


Havok.com — San Franciscp, California, United States
[12.22.14]
Software Engineer (Developer Relations)
Consult in-depth with game developers to plan innovative company technology usage

AMI Entertainment Network, LLC — Trevose, Pennsylvania, United States
[12.22.14]
Unity 3D Game Programmer