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July 30, 2014
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These girls are ready to shape the future of game development Exclusive 7
by Leigh Alexander [07.29.14]
With help from sponsors and the expertise of Tim Schafer, Kellee Santiago and Tracy Fullerton, the Girls Make Games program has launched to resounding success, helping young girls learn game-making.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Exclusive

Could overcoming game challenges combat anxiety? 4
by Gamasutra Community [07.28.14]
After overcoming a challenge in Guacamelee, one developer asks: "Could you successfully improve peopleís ability to focus and concentrate by playing challenging side-scrolling platform brawlers?"
Design, Console/PC, Serious

Why I made a game engine (in HTML5) 13
by Gamasutra Community [07.28.14]
"I was most excited about creating my own game engine because I wanted to know everything that was going on under the hood."
Programming, Serious, Indie, Smartphone/Tablet

Don't Miss: Overcoming Impostor's Syndrome 35
by Gamasutra Community [07.25.14]
"You realize that you donít deserve to be here. You do not belong. You see amazing, talented people with more experience and talent, and you know you arenít qualified to work in their industry."
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Video: Designing games to be impactful, not escapist entertainment 2
by Staff [07.23.14]
In this GDC 2013 talk, designer Jane McGonigal reminds developers that their games really do affect the lives of their players and gives design advice to ensure those effects are positive.
Design, Production, Console/PC, Serious, Video, Vault

Alaska Natives share their stories, culture through commercial games Exclusive  
by Leigh Alexander [07.21.14]
After 20 years in traditional games, Sean Vesce aims to help the Inupiat people of Alaska share their culture and values with the commercial gaming audience through puzzle platformer Never Alone.
Design, Programming, Production, Art, Console/PC, Serious, Indie, Exclusive, Video

Overcoming Impostor's Syndrome 35
by Gamasutra Community [07.17.14]
"You realize that you donít deserve to be here. You do not belong. You see amazing, talented people with more experience and talent, and you know you arenít qualified to work in their industry."
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Don't Miss: Unorthodox tips on improving your programming skills 30
by Gamasutra Community [07.16.14]
There are "plenty of good resources out there that teach the technical skills"; this post concentrates on "the more personal lessons that you often only learn through experience or trial and error."
Programming, Console/PC, Serious, Indie, Social/Online, 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


Baby Steps and Giant Leaps: Motivating Players with Achievements  
by Zac Zidik [07.30.14]
This post describes two types of achievements that can inspire people to play your games and keep them coming back for more.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Why Developers Outsource: The Less Obvious Advantages of External Production 15
by Anton Wiegert [07.26.14]
You might think game developers only outsource "to save money" - but that's not completely accurate. In fact, there is a very long list of advantages that are much less obvious; even counter-intuitive.
Business/Marketing, Production, Art, Console/PC, Serious

Platforming brawlers vs Anxiety? 4
by Eske Knudsen [07.25.14]
Could you successfully improve peopleís ability to focus and concentrate by playing challenging side-scrolling platform brawlers?
Design, Console/PC, Serious

Why I Made a Game Engine 13
by Zac Zidik [07.25.14]
Reasons I created an HTML5 game engine called FLAG.
Programming, Serious, Indie

Interview with a Casual Game Dev moving to Hardcore Game Dev by Me  
by Renante Silvestre [07.23.14]
For my birthday I interviewed myself, here's how it went.
Design, Programming, Serious, Indie


Turbine Inc. — Needham, Massachusetts, United States
[07.30.14]
Software Engineer, Mobile
Turbine, Inc. seeks a Software Engineer for its Needham, MA development studio to develop new products for mobile and tablet platforms. In this position, you will have a hands on role in defining and implementing key game systems and features, in collaboration with other software engineers, artists, and game designers. You will be working with a mid-size team of developers to create new products for iconic Warner Bros. intellectual properties. We are looking for candidates with a passion for games and game development.

Big Fish Games — Seattle, Washington, United States
[07.30.14]
Director of Product Management


Turtle Rock Studios, Inc. — Lake Forest, California, United States
[07.30.14]
Technical Artist - Turtle Rock Studios


Nordeus — Belgrade, Serbia
[07.30.14]
Senior Game Designer


Technicolor — Austin, Texas, United States
[07.30.14]
Core Systems Engineer


CCP — Newcastle, England, United Kingdom
[07.30.14]
Senior VFX artist


Turbine Inc. — Needham, Massachusetts, United States
[07.30.14]
Product Marketing Manager: Mobile Games
This newly created position requires you to build strong relationships across the organization including Game Development, Consumer Insights, Creative Design, User Acquisition, Brand, etc. As a master planner, you understand how to execute a go-to-market plan that drives acquisition, conversion, retention and monetization. We are a fast-paced team that operates in an open environment where change is constant and the ability to collaborate autonomously is critical to success √ʬĬď the ideal candidate thrives in an entrepreneurial and agile role.

InnoGames GmbH — Hamburg, Germany
[07.30.14]
Software Developer Analytics / Big Data (m/f)
Software Developer Analytics / Big Data (m/f)

InnoGames GmbH — Hamburg, Germany
[07.30.14]
Backend Developer Marketing / CRM (m/f)
Backend Developer Marketing / CRM (m/f)

InnoGames GmbH — Hamburg, Germany
[07.30.14]
Mobile Developer iOS (m/f)
Mobile Developer iOS (m/f)