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October 7, 2015
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October 7, 2015
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Opinion: 'Interactive fiction' is just another way of saying 'game' 20
by Katherine Cross [10.01.15]
Columnist Katherine Cross applies a critical lens to the old game/non-game debate surrounding interactive fiction.
Design, Serious, Indie, Smartphone/Tablet

What Mr. Robot says about bugs 1
by Gamasutra Community [10.05.15]
“Debugging is actually all about finding the bug. About understanding why the bug was there to begin with. About knowing that its existence was no accident.”
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

'What YouTube channels/personalities do you watch to help you make better games?' 16
by Staff [10.02.15]
Do YouTubers help you make better games? To find out, Gamasutra took to Twitter to ask our followers: Who do you watch?
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Video: How to hire and retain more women in the game industry 7
by Staff [10.02.15]
At GDC Europe 2015 a panel of women from companies like King, NaturalMotion and Gameloft share their experiences as women in the game industry and offer advice for increasing diversity.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, Video, Vault

Reminder: Submit talks now for the GDC 2016 Game Career Seminar!  
by Staff [09.30.15]
Got a great talk idea for the Game Career Seminar at GDC 2016? Now's the time to pitch it, because the deadline for GCS talk submissions is coming up fast: this Friday, October 2nd at 11:59 PM PT.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

PSA: 2 days left to submit talks for the GDC 2016 Summits & VRDC!  
by Staff [09.30.15]
Heads up, prospective GDC 2016 speakers: Now is your chance to propose a talk for one of the first-class Summits or the new VRDC at GDC 2016! Do it before submissions close Friday, 10/2 at 11:59 PM PT.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

Revolution COO Noirin Carmody replaces Andy Payne as UKIE chair  
by Chris Kerr [09.25.15]
After ten years as UKIE chair, Mastertronic CEO Andy Payne has stepped down to make way for Noirin Carmody, COO and co-founder of Revolution Software.
Business/Marketing, Serious

Reminder: Submit your talks now for the GDC 2016 Summits!  
by Staff [09.25.15]
Heads up, would-be GDC 2016 speakers: Now is your chance to propose a talk for one of the first-class Summits at GDC 2016! Do it before submissions close next Friday, 10/2 at 11:59 PM PT.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

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

A Story of Miscommunication (and some tips)  
by Ed Dearien [10.06.15]
The story of a miscommunication incident on my team at school, and some tips on dealing with similar issues in the future.
Production, Serious

Content over Immersion: Using Kinect instead of a VR headset and how it worked better for us  
by Zac Zidik [10.06.15]
A virtual reality teaching simulator that I am working on and why we chose to put a hold on our plans to develop for a VR headset, like the Oculus Rift, and opted to use Microsoft's Kinect instead.
Design, Production, Console/PC, Serious

Losing Control of Difficulty in Game Design  
by Josh Bycer [10.05.15]
Creating challenging games is not easy, and today's post looks at the balancing act of difficulty and challenge to impact the player's willingness to keep going.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

What Did 'Better' Mean? 1
by David H. Schroeder [10.05.15]
Part Three. These are my memories... Growing up in a world with 3 TV channels and paper mail... My years writing some of the earliest 8-bit games (CRISIS MOUNTAIN, DINO EGGS, SHORT CIRCUIT)... And now reviving my best-selling game as DINO EGGS: REBIRTH.
Design, Programming, Production, Console/PC, Serious, Indie

Fast AI for a game mixing turn-based with arcade action  
by Pascal Bestebroer [10.02.15]
For a new style of game, I looked back at some old style AI code for inspiration. This turn-based game plays like an arcade-game, so speed and flexibility are very important.
Programming, Serious, Indie

Tynker — Mountain View, California, United States
Game Designer at Tynker

Midnight Studios, Inc. — Austin, Texas, United States
Systems Engineer
The systems engineer will be responsible for implementing foundational systems.

Hangar 13 — Novato, California, United States
Senior Environment Artist
Hangar 13 is looking for an experienced Environment Artist to help create the world of Mafia III. Your work needs to be visually stunning and have remarkable gameplay opportunities. Our ideal candidate will be able to create a fulfilling 3D space that allows game metrics and architecture to mesh together.

Insomniac Games — Burbank, California, United States
Senior UX Designer
Insomniac Games is looking for a Senior UX Desginer

Tangentlemen — Los Angeles , California, United States
Sr Environment Artist
Tangentlemen are looking for an Sr. Environment Artist. Do you want to work on an project that you actually care about? Do you have an artist’s eye for composition and detail? You must thrive in a micro-team environment where each member holds a high degree of autonomy and accountability.

Monolith Productions — Kirkland, Washington, United States
Senior Software Engineer
SW Engineer (Games) Monolith - Seattle

2K — Novato, California, United States
Senior AI / Gameplay Engineer - Core Technology Group
2K is looking for studio wide functional expertise in the development of state-of-the-art AI systems and behaviors. This will include subjects such as path-finding, behavior execution, and autonomous decision making. You will be working with our studios to develop robust and reusable AI/Gameplay frameworks that can be used by designers and engineers alike.

MVP SPORTS INC — Los Angeles, California, United States
Senior Game Programmer

Tilting Point — New York, New York, United States
Senior Development Manager

E-Line Media — Seattle, Washington, United States
UX Designer