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October 21, 2014
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October 21, 2014
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Why anything but games matters 17
by Gamasutra Community [10.20.14]
"A couple months ago, I was talking to a friend in technology media. 'Sometimes I wonder why I’m in tech,' he started saying. He paused for a beat. 'Then I think, at least I’m not in games.'"
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: Crowdsourced translations can work: Here's how 1
by Gamasutra Community [10.15.14]
"The flow of work can go a lot smoother when partnering with some trustworthy power users. They will be able to provide extra localization feedback to your products if they are highly engaged."
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Robin Hunicke joins UC Santa Cruz's game program as an instructor  
by Christian Nutt [10.14.14]
The Games and Playable Media program picks up the Journey producer and co-author of the influential MDA framework as an Associate Professor of Art & Game Design.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: Unity - King of the web, teacher of children, betrayer of men 21
by Gamasutra Community [10.13.14]
"Bottom line? Unity is an amazingly versatile piece of software whether you are building a prototype or a triple-A title. But it has a rather spotty history when it comes to new deployment platforms."
Business/Marketing, Programming, Production, Console/PC, Serious, Indie

Maintaining quality of life as a game developer, entrepreneur, and parent 8
by Gamasutra Community [10.13.14]
"According to the IGDA Developer Satisfaction Survey, 70% of respondents do not have children. Are we sacrificing too much of our family life for our passions and careers as game developers!?"
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Journalism school nets $250k grant to train leaders in game design 3
by Alex Wawro [10.09.14]
The American University School of Communication is using a Knight Foundation grant to try and train journalists to apply the principles of game design to the challenges of leading a media outlet.
Business/Marketing, Console/PC, Serious

Game creation for the masses: What's next for Twine Exclusive 2
by Leigh Alexander [10.09.14]
As Twine's version 2.0 enters beta, creator Chris Klimas reflects on the game creation tool whose role and impact he could never have anticipated -- and how many more potential creators remain to be reached.
Design, Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, Exclusive

How to work efficiently: Pomodoro/timeboxing on multiple projects 4
by Gamasutra Community [10.06.14]
"have been working independently for eight-ish years now, and one of the most popular suggestions for how to help yourself have a bit more discipline is Pomodoro Technique, sometimes called 'timeboxing.'"
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


GamerGate Moderates: Addressing the Reasonable Grievances  
by Peter Randol [10.20.14]
A look at how the grievances of GamerGate can be addressed. This is not an approval of the movement but what "moderate GamerGaters" often say as the main purpose for their movement.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Developer threatens legal action against allegedly “cloned” Kickstarter game 2
by Zachary Strebeck [10.20.14]
Game attorney Zachary Strebeck looks at the threat of legal action by Indie Boards & Cards against a recently-funded Kickstarter project, Moriarty’s Machinations. Is it really a clone, or do the threats have no basis in the law?
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Alternative Sales Strategies for Digital Stores -- Coupons  
by Ulyana Chernyak [10.20.14]
The use of digital distribution has made it easier to use a variety of sales tactics and this series looks at some of the new ones developers have access to. Starting with the simple use of coupons.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Snowflake: One Year On - Mechanical Metaphors in a Charity Game  
by Shaun Leach [10.20.14]
One year on, we look back on Snowflake, the innovative charity game we developed for Home-Start which was recently nominated for an award.
Design, Serious

A Farewell Letter to GamerGate  
by James Beech [10.16.14]
A veteran game developer weighs in on the life, and apparent death, of GamerGate
Art, Serious, Indie


Nuclear Division — Sherman Oaks, California, United States
[10.20.14]
Senior Game Designer
Senior Game Designer

Cloud Imperium Games — Austin, Texas, United States
[10.20.14]
DevOps Engineer


Harmonix Music Systems — Cambridge, Massachusetts, United States
[10.20.14]
Client-Server Network Engineer
As a network engineer at Harmonix you will be responsible for the development and maintenance of backend and frontend online systems for Harmonix games. This includes lobby functions, matchmaking, commerce, business intelligence solutions, and social media integration.

Harmonix Music Systems — Cambridge, Massachusetts, United States
[10.20.14]
Software Engineer - Gameplay
Harmonix has an immediate opening for a passionate, motivated, and highly skilled Gameplay Engineer to join our world-class team. You will work with designers, artists, musicians, and engineers to bring our work to life on brand new IP, across multiple platforms.

Cloud Imperium Games — Santa Monica, California, United States
[10.20.14]
Gameplay Programmer


Rumble Entertainment, Inc. — San Mateo, California, United States
[10.20.14]
Lead Designer/Creative Director


The Odd Gentlemen — Los Angeles, California, United States
[10.20.14]
Sound Designer
The Odd Gentlemen are looking for a Sound Designer to join our team in Los Angeles. We are looking for an applicant with experience in creating and implementing sounds for video games and an ear for details that bring digital worlds to life. You will work closely with a small team who are passionate about creating fantastical games.

Rumble Entertainment, Inc. — San Mateo, California, United States
[10.20.14]
Senior Game Engineer


Cloud Imperium Games — Austin, Texas, United States
[10.20.14]
Release Engineer


Nintendo of America Inc. — Redmond, Washington, United States
[10.20.14]
Visual Development Artist