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December 17, 2014
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December 17, 2014
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5 events that shook the game industry in 2014 56
by Alex Wawro, Kris Graft [12.16.14]
As the year winds down around us, we zero in on five specific events that rocked the industry in 2014.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Top 10 Game Developers of 2014 45
by Staff [12.11.14]
With 2014 coming to a close, it's time for our end of year roundups, starting with perhaps our most important annual list: The Top 10 Game Developers of 2014.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

The 5 trends that defined the game industry in 2014 18
by Kris Graft [12.15.14]
2014 was...something. But it was more than just groups of people at each others' throats over their opinions on video games.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Loot drop best practices 6
by Gamasutra Community [12.16.14]
Daniel Cook drops loot design knowledge: "Many games have loot. Usually this drops randomly. Here are some best practices I've encountered over the years."
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

GDC debuts childcare services so parents can attend worry-free 2
by Staff [12.15.14]
Game Developers Conference officials are excited to announce a new partnership with leading childcare provider KiddieCorp to offer GDC 2015 attendees access to an on-site children's program.
Business/Marketing, Serious, GDC

Betting our $10M-selling game on the future of interactive education 2
by Gamasutra Community [12.15.14]
"High School Story has been a big success: it hit #10 on the iPhone charts, stayed in the Top 150 for a year, and generated over $10 million in sales... and we're adding a fully formed learning feature."
Business/Marketing, Design, Serious, Smartphone/Tablet

Video: Understanding how games influence the way boys behave 2
by Staff [12.12.14]
At GDC 2013, author Rosalind Wiseman teamed up with game industry personality Ashly Burch for a thought-provoking session about the connection between games and social behavior among school-aged boys.
Business/Marketing, Serious, Video, Vault

Apply now for a free GDC 2015 pass via the GDC Scholarship Program 1
by Staff [12.12.14]
GDC officials have once again donated a number of complimentary GDC 2015 passes to a variety of organizations through the GDC Scholarship Program, and the deadline to apply is approaching fast.
Business/Marketing, Serious, GDC


Creating Virtual Reality Games: The Fundamentals 16
by Sbastien 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


This isn't Censorship, it's Intelligence  
by Ryan Morrison [12.17.14]
You've probably seen by now that Hatred has been pulled by Steam. In what shouldn't be much a surprise, a game trying to cross the line, well, crossed the line. Here's why that's a great thing.
Business/Marketing, Design, Art, Console/PC, Serious, Indie, Social/Online

How the Indie Market has Blocked Cloning  
by Ulyana Chernyak [12.17.14]
Today's post examines how the PC Indie market has been combating the issue of cloning that has plagued mobile development thanks to a focus on quality. However what has helped against cloning also makes it hard to release titles on the mobile market.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Informed Decisions and their role on Game Design  
by Josh Bycer [12.17.14]
Today's post explores the concept of informed decision making and how games can succeed or fail with teaching the player how to understand and master the game mechanics.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Communication For The Win  
by Keaton White [12.16.14]
A discussion of the importance of communication as a core component of collaboration in game development and a few lessons on ways to promote positive and effective communication within the team.
Production, Console/PC, Serious, Indie

Examining "Cloning" in the Mobile Market  
by Ulyana Chernyak [12.16.14]
Cloning is a big problem facing mobile developers and today's post looks at what it is and why it's also very hard to stop.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Bigpoint GmbH — -, Japan
[12.17.14]
Country Manager-Japan
Country Manager-Japan (m/f)

Sparx — Exeter, England, United Kingdom
[12.17.14]
Games Developer
As a Senior Games Developer at Sparx, you’ll be the one that makes work look like play. Your one mission is to make learning as awesome, fun and addictive as possible. You’ll use your flair for making great games to get young people motivated and loving learning and, as a result, truly transform their futures.

Bright Future GmbH — Cologne/Koeln, Germany
[12.17.14]
Senior ActionScript Developer
Senior ActionScript Developer Mobile (m/f)

Activision Publishing — Santa Monica, California, United States
[12.17.14]
Associate Producer-Call of Duty
See job description.

Monarc Gaming Labs — Santa Monica, California, United States
[12.16.14]
UI Artist - CONTRACT


Obsidian Entertainment — Irvine, California, United States
[12.16.14]
Data Analyst


Obsidian Entertainment — Irvine, California, United States
[12.16.14]
UI/UX Designer


Obsidian Entertainment — Irvine, California, United States
[12.16.14]
UI/UX Artist


Obsidian Entertainment — Irvine, California, United States
[12.16.14]
Engine Programmer


Obsidian Entertainment — Irvine, California, United States
[12.16.14]
Gameplay Programmer