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February 27, 2015
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February 27, 2015
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Learning stenography for programming 18
by Gamasutra Community [02.24.15]
"Stenography is a different way to input text that uses far fewer keystrokes than traditional typing, and at a far greater speed. Personally, I'm mostly interested in the fewer strokes part."
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Reminder: On-site registration is available at GDC next week  
by Staff [02.26.15]
If you're interested in attending GDC 2015 and missed your chance to register online, don't worry! You can still register onsite next week.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Remember: GDC 2015 online registration closes tomorrow  
by Staff [02.24.15]
With just over a day left until online registration for GDC 2015 ends on February 25th at 11:59 PM PT, conference organizers are encouraging anyone interested in attending to register now.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

Reminder: Know your GDC Code of Conduct 3
by Staff [02.24.15]
GM of GDC events and all-around Boss Lady Meggan Scavio takes a moment to detail the official code of conduct for GDC and all of its related events.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC

7 things I wish someone had told me before my first GDC 7
by Gamasutra Community [02.24.15]
"A lot of this advice makes GDC seem like a bummer. It wasn’t for me, and I hope it won’t be for you. But it is an exhausting and overwhelming week. You will feel incredible highs and incredible lows."
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Ten expert speakers tackle big ideas in the GDC 2015 Microtalks  
by Staff [02.20.15]
Attend GDC 2015's Microtalks session to see ten brief, rapid-fire talks about the philosophy, history and futures of the design, art and culture of games and play, all packed into a single hour.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC

Business Matchmaking returns for GDC 2015 All Access attendees  
by Staff [02.19.15]
GDC 2015 is less than two weeks away, which means now is an ideal time for attendees will All Access passes to schedule meetings using the conference's powerful Business Matchmaking system.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC

Epic Games offers up $5 million in Unreal Dev Grants 11
by Christian Nutt [02.19.15]
Today Epic Games has announced a new initiative -- one that could see your game netting between $5,000 and $50,000 in no-strings-attached funding from the engine provider.
Business/Marketing, Console/PC, Serious, Indie, 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


The Lay of the Land: A Critical Look at Dark Souls 2's DLC, Part 1 1
by Ario Barzan [02.26.15]
Dark Souls 2's DLC was a chance for the developers to hone their craft. Despite some novel ideas, though, the DLC was mostly characterized by tedium and absurdities. This is the first of three articles, each emphasizing environment and encounter design.
Design, Console/PC, Serious

What is the Purpose of Game Development? 4
by Elizabeth Boylan [02.26.15]
'Know them for their fruits.' This has been my guiding principle in judging what is worth doing and not doing. As an artist and a mom, I have fallen in love with the opportunity of indie game development, yet 5 years later I witness too many kids
Business/Marketing, Production, Art, Serious, Indie, Smartphone/Tablet

TOP 10 TIPS FOR GAMING CONVENTIONS LIKE PAX AND GDC  
by Dan Long [02.26.15]
It's game convention time again and here are my top 10 tips to help you get by at events like PAX, E3 and GDC.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Debating Old School Design 1
by Josh Bycer [02.25.15]
The term "old school" has become a very popular marketing tactic for older gamers looking for a challenge again but today's post asks a simple question -- Is old school design really all that better?
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Criteria Used to Analyze Classic Arcade Video Games 1
by Jerry Momoda [02.25.15]
At Nintendo in 1984 I created a list of twelve criteria I thought were key for arcade video games. For our games to engage and retain players, they needed to score high. A similar method could be useful today to focus developers on what matters most.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Infinity Ward / Activision — Woodland Hills, California, United States
[02.27.15]
UX Designer - Infinity Ward
See job description.

Activision Publishing — Santa Monica, California, United States
[02.27.15]
Senior Systems Designer
See job description.

Infinity Ward / Activision — Woodland Hills, California, United States
[02.27.15]
UI Software Engineer - Infinity Ward
See job description.

California State University, Fullerton — Fullerton, California, United States
[02.26.15]
Entertainment Art/Animation Tenure-Track


Bluepoint Games, Inc. — Austin, Texas, United States
[02.26.15]
Character Artist (Contract)
Character Artist (Contract)

NetherRealm Studios — Chicago, Illinois, United States
[02.26.15]
Senior Designer, Mobile
Netherrealm Studios, a division of Warner Bros. Games seeks an experienced Senior Designer to join us in the rapidly expanding mobile gaming industry.

HERE — Berlin, Germany
[02.26.15]
Softeware Engineer


Penn State Erie, The Behrend College — Erie, Pennsylvania, United States
[02.26.15]
GAME Development Faculty Position
Game Development Faculty Position

Wandake Studios — Palo Alto, California, United States
[02.26.15]
Concept Artist


Gameloft New York — New York, New York, United States
[02.26.15]
Splash Screen Artist