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May 28, 2015
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May 28, 2015
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How to use Photoshop Layer Styles: An advanced guide for game illustrators 9
by Gamasutra Community [05.22.15]
"If you're like many Photoshop users, you might not use Layer Styles much. Or maybe you think that they're only good for cheesy bevel and drop shadow effects. Actually, Layer Styles can be very powerful."
Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Saying goodbye to game grad school: A personal postmortem  
by Gamasutra Community [05.28.15]
"There are so many arcs and characters from NYU and the events surrounding my time there that these years are really just the latest book in a series thatís finally found its footing."
Business/Marketing, Console/PC, Serious, Indie, Student/Education, Social/Online, Smartphone/Tablet

An approach to balancing game economies using spreadsheets  
by Gamasutra Community [05.28.15]
"At a high level, these are the techniques I use in Excel to accomplish this common task in a way that keeps my economy organized and ensures that it is easy to maintain and update."
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Watch your favorite GDC talks now on the new GDC YouTube channel  
by Staff [05.08.15]
Game Developers Conference officials are very excited to announce the launch of an official GDC YouTube channel where you can watch clips of game industry experts sharing knowledge with their peers.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

Attend GDC Europe to see how top European indies make games  
by Staff [05.06.15]
German game devs will be at GDC Europe 2015 in August to share learnings from traveling and making games with indies across Europe, and how any game developer can release games on a weekly basis.
Design, Production, Console/PC, Serious, Indie, Social/Online, GDC Europe

Giving kids the feeling of feeding a real lion, with interactive video 3
by Gamasutra Community [04.29.15]
"Iím well aware that many interactive videos have been ghastly failures. But I suggest that Virry shows it is possible to do something worthwhile by adding interactivity to videos."
Business/Marketing, Design, Art, Serious, Smartphone/Tablet

Tips for making music for kids' games 2
by Gamasutra Community [04.28.15]
"Often, the type of game youíre creating is the deciding factor. Have discussions with the leads about your opinions, and always keep your target audience, and target paying audience in mind."
Audio, Console/PC, Serious, Indie, Smartphone/Tablet


Creating Virtual Reality Games: The Fundamentals 16
by Sťbastien 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


Animex 2015 A Blow by Blow Account  
by Dave Preston [05.28.15]
Animex is a festival dedicated to the computer games and special effects industry. Here's my account of the 5 fantastical days I spent there.
Design, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Ten things you should know about ... Artists  
by Anne-Christine Gasc [05.28.15]
This is the first in a series of six blog posts where different disciplines share what they wish others would know and understand.
Design, Programming, Production, Art, Serious

Of the importance of the form factor  
by Thomas Bidaux [05.27.15]
Looking at how form factor (or my own definition of it I guess) plays a key role in the design of video games.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Discussing Positive False Choices in Game Design  
by Josh Bycer [05.26.15]
The concept of false choices is revisited in today's post, but looking at when things are too good and rendering the choice moot
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Real talk with Destructive Creations (Hatred interview) 3
by Albert Palka [05.26.15]
The most unique interview with Jaroslaw Zielinski, Destructive Creations CEO - company behind the game called Hatred. No controversies - just businesses.
Business/Marketing, Production, Console/PC, Serious, Indie


Monolith Productions — Kirkland, Washington, United States
[05.28.15]
Senior Project Manager
Monolith Productions seeks a Senior Project Manager (PM) to be responsible for shipping a large AAA quality product on multiple platforms simultaneously through all phases of production. The PM is the focal point and key driver of the process and tracking of the game.

Monolith Productions — Kirkland, Washington, United States
[05.28.15]
Senior Software Engineer - Graphics
Monolith Productions, a division of WB Games Inc., seeks a Senior Software Engineer - Graphics to work closely with the award-winning technology team behind the Middle Earth: Shadow of Mordor franchise, building cutting-edge technology and powering the development of Monolith's next generation of console and PC games.

Schell Games — Pittsburgh, Pennsylvania, United States
[05.28.15]
Advanced Producer


Imangi Studios — Raleigh, North Carolina, United States
[05.28.15]
Senior Game Developer
Senior Game Developer - As a core part of the Imangi Studios development team, you will be working with other developers and artists to bring new features, environments, and gameplay elements to existing and new games. This role is responsible for all aspects of building games including tools, gameplay, rendering, character control/animations, effects, management, and optimizations. In addition, senior game developers are expected to manage, mentor, and help train junior game developers. BS degree in Computer Science or equivalent is required. Must be proficient in C# and/or C++, and have extensive game development experience. Unity experience a plus.

Bohemia Interactive Simulations — Orlando, Florida, United States
[05.28.15]
Game Designer


YAGER Development GmbH — Berlin, Germany
[05.28.15]
Producer (f/m) at YAGER in Berlin
YAGER seeks the talents of a passionate Producer. You will work with the production team and interdisciplinary teams of developers.

Respawn Entertainment — San Fernando Valley, California, United States
[05.27.15]
QA Tester


Respawn Entertainment — San Fernando Valley, California, United States
[05.27.15]
Technical Animator
Respawn Entertainment is looking for enthusiastic Technical Animator to join our team. The Technical Animator will be responsible for helping to maintain an efficient pipeline, building tools, and working closely with the animation and 3D art teams.

Respawn Entertainment — Van Nuys, California, United States
[05.27.15]
Senior Systems Designer
Respawn is seeking a Senior Systems Designer to embrace and contribute to the project vision, specifically in the areas of hero control/mechanics, enemy design, AI behaviors, combat/weapons, class design, skills/progression, story, and boss encounters.

Respawn Entertainment — Van Nuys, California, United States
[05.27.15]
Software Engineer (mid and senior level)
Respawn is looking for sharp Software Engineers, both senior and mid level, with strong coding skills.