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September 30, 2014
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September 30, 2014
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How to shoot photos to make better, cheaper 2D game assets 2
by Gamasutra Community [09.25.14]
"It’s quite important to know what wonderful sites, museums, mansions and castles your city have, what things are in display. And you should be quite familiar with the blocks around your home/office."
Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The designer's production guide 1
by Gamasutra Community [09.29.14]
How to remove "much of the risk of creating a monster concept that would, ultimately, eat your company, money, and team."
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

A key ingredient for successful game studios: Positive energy 12
by Gamasutra Community [09.22.14]
"Game development work is inherently and by necessity creative, yet often we don't work in environments conducive to creativity."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Kickstarter updates terms: 'The creator must complete the project' 15
by Christian Nutt [09.19.14]
The popular crowdfunding site has added some serious new stipulations to its terms of service -- which are designed to ensure backers get what they back.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

EA backs the White House's new anti-sexual assault initiative 1
by Alex Wawro [09.19.14]
The publisher is one of many corporate partners supporting the "It's On Us" initiative, a campaign launched this week that aims to raise awareness about -- and hopefully curtail -- sexual assault.
Serious, Business/Marketing

Making educational games for the younger you 6
by Gamasutra Community [09.19.14]
"During this convergence of opposing chapters in our lives, all of a sudden the boring term ‘educational game’ doesn’t seem to be the big YAWN it used to be."
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

One post, 27 indie production lessons 4
by Gamasutra Community [09.17.14]
The developer of smartphone serious game Terrachanics shares lessons learned on the journey from conception to completion.
Production, Serious, Indie, Smartphone/Tablet

Why you need to play Bond Breaker and Algebra Assembler 8
by Gamasutra Community [09.16.14]
"We are entering a golden age for educational video games. Portal and Braid sowed the seeds of revolution... they introduced a spirit of expressiveness."
Design, Console/PC, Serious, 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


Exploring the Expanding Game Industry Demographics  
by Ulyana Chernyak [09.29.14]
The last four years have been marked by the rise of social and F2P games and their impact on the game market. Today's post examines why demographics are changing.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Video/screencast: The Many Rewards of Designing Games  
by Lewis Pulsipher [09.29.14]
Aspiring designers often think they're going to get rich. Actually game design is a hobby for most, not a living. But there are many reasons other than money to design games. My favorite game is the game of designing games, though I do make some money.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Making Fast-Paced Multiplayer Networked Games is Hard  
by Mark Mennell [09.29.14]
In this post I discuss the challenges of making fast-paced multiplayer network games playable over the Internet and techniques to overcome them. Drawing from how the AAA classics did it and my own experience as an Indie developer making such a game.
Programming, Console/PC, Serious, Indie

Books for Creatives: David Ogilvy – Confessions of an Advertising Man [Part 1]  
by Johan Toresson [09.29.14]
The first post in a series of post about books for creatives - inspirational and interesting books for creative people. Some times even educational. First part is about David Ogilvy - the Father of Advertising (and suspected Mad men inspiration).
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Choice for Female Characters  
by Sande Chen [09.26.14]
In this article, game writer Sande Chen reviews data from a study on female characters in media and calls on content creators in the game industry to make a choice to include more female characters in their games.
Business/Marketing, Design, Production, Serious


Raven Software / Activision — Madison, Wisconsin, United States
[09.30.14]
Network Engineer - Raven
See job description.

Raven Software / Activision — Madison, Wisconsin, United States
[09.30.14]
Sr. Gameplay Engineer - Raven
See job description.

Raven Software / Activision — Madison, Wisconsin, United States
[09.30.14]
Senior FX Artist - Raven
See job description.

Raven Software / Activision — Madison, Wisconsin, United States
[09.30.14]
Lead Engineer - Raven
See job description.

Raven Software / Activision — Madison, Wisconsin, United States
[09.30.14]
Lead Designer - Raven
See job description.

Square Enix Co., Ltd. — Tokyo, Japan
[09.29.14]
Programmers


Harmonix Music Systems — Cambridge, Massachusetts, United States
[09.29.14]
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
[09.29.14]
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.

CCP — Reykjavik, Iceland
[09.29.14]
Director, Performance Marketing


Trendy Entertainment — Gainesville, Florida, United States
[09.29.14]
Programmer 1 - Build Master