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February 3, 2015
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Kickstarter in 2014: The breakdown 3
by Gamasutra Community [01.30.15]
A detailed analysis of the Kickstarter platform in 2014 -- and a particular look at how game projects did. Full numbers inside.
Business/Marketing, Console/PC, Serious, Indie, Smartphone/Tablet

GDC 2015: Get tips on dealing with online harassment  
by Staff [02.02.15]
At GDC 2015 a panel of developers seasoned by first-hand experience with online toxicity will arm attendees with real-world advice and experience that will allow them to weather any internet storm that comes their way.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC

Don't Miss: Self-promotion for game developers 21
by Gamasutra Community [01.29.15]
Industry vet Raph Koster (Ultima Online) explains in this post how self-promotion is neither dishonest nor tacky -- and explains how you should step up and take credit for your work.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Don't Miss: The top 10 weird children of games and neuroscience 26
by Erin Robinson [01.28.15]
In this classic 2011 feature, indie game developer and former neuroscience researcher Erin Robinson takes a look at ten particularly interesting studies to see what they can teach us as game makers.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Freelancers, contractors, and consultants don't work for free! 7
by Gamasutra Community [01.26.15]
A quick guide to working with outside collaborators: "Doing those 3 things above shows that you are a professional with a low budget, not a disillusioned idea person looking for free or cheap labor."
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Unity error fix: Timestamps and assets maps out of sync 18
by Gamasutra Community [01.26.15]
One developer encounters a devastating Unity error: "My work of about three weeks was gone. I couldn’t see anything, I couldn’t do anything at all." Here's how to work around it.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: Don't lose work - An auto-save solution for Unity 3
by Gamasutra Community [01.22.15]
"What can you do when a team member suffers a recurring Unity editor crash, losing all level design work? My answer was to write a small and helpful editor extension -- auto-save!"
Programming, Console/PC, Serious, Indie, Smartphone/Tablet

Reminder: Just over 24 hours left to register early for GDC 2015 1
by Staff [01.20.15]
With just over a day left until early registration for GDC 2015 ends on January 21, conference organizers are encouraging anyone interested in attending to register now at the discounted rate.
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


G.A.M.E. Games Autonomy Motivation & Education: How autonomy-supportive game design may improve motivation to learn  
by Menno Deen [02.03.15]
How to create games that motivate players to engage in learning, physical activity or ideological engagements? Menno Deen, game design[er] researcher explored this question in his PhD thesis G.A.M.E. Games Autonomy Motivation & Education.
Design, Serious

Do you own your game content?  
by Zachary Strebeck [02.02.15]
Game lawyer Zachary Strebeck looks at how a game developer can make sure they own the copyright to the content in their game. As usual, this involves contracts and lawyers!
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

"So what do we do now?" Lessons on learning Git during GlobalGameJam  
by Justin Cox [02.02.15]
In which someone tries to learn using Git at a gamejam, learning the obvious lesson: do some some research before hacking away. Also knowing your repository's limits helps avoid problems. And keeping your team current can help prevent loosing work.
Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Premature Birth of our Game. What we learned.  
by Nick Stavrou [02.02.15]
An article regarding our first game. What we learnt, tip's and ideas when Crunching & Time Extensions during Game Dev.
Design, Production, Serious, Indie

Why "Youtube Personalities" Are More Important Than You Think  
by Mike Higbee [02.02.15]
How Social Media and its users can affect and effect your sales. A Historical tale on the gaming press and media.
Business/Marketing, Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Imangi Studios — Raleigh, North Carolina, United States
[02.03.15]
Game Developer
Game Developer

Apple — Cupertino, California, United States
[02.03.15]
App and UI Frameworks Engineer
senior software engineer to develop applications and frameworks to create next generation software experiences

Apple — Cupertino, California, United States
[02.03.15]
Game Technologies Engineer
The Game Technologies team is looking for a software engineer with a strong technical background and understanding of game/network/graphics technologies.

Apple — Cupertino, California, United States
[02.03.15]
GPU Performance Engineer
IMG’s GPU Software team is looking for a top-notch, driven, and dedicated engineer to drive our efforts in GPU software performance.

Lumba, Inc. — San Francisco, California, United States
[02.03.15]
3D Art Generalist


Telltale Games — San Rafael, California, United States
[02.03.15]
Studio Manager - Technology
Reporting to the Head of Studio, the Technology Studio Manager is responsible for managing team-members, activities and resources within the Telltale Technology Department. This role is responsible for the day-to-day management of personnel, including but not limited to career development, resource allocation, training and conflict resolution.

Disruptor Beam, Inc. — Framingham, Massachusetts, United States
[02.03.15]
Game Design Director


Disruptor Beam, Inc. — Framingham, Massachusetts, United States
[02.03.15]
Lead 3D Artist


Wargaming.net — Chicago, Illinois, United States
[02.03.15]
Sr. UI Engineer
Wargaming Chicago-Baltimore is a part of the leading free-to-play MMO game developer and publisher, with over 65 million subscribers and multiple studios worldwide. We are looking for the right individuals to join us and help deliver great user experiences in both our highly-successful current game, World of Tanks: Xbox 360 Edition, as well as our upcoming projects.

Wargaming.net — Chicago, Illinois, United States
[02.03.15]
Networking Software Engineer
Wargaming Chicago-Baltimore is a part of the leading free-to-play MMO game developer and publisher, with over 65 million subscribers and multiple studios worldwide. We are looking for the right individuals to join us and help deliver great user experiences in both our highly-successful current game, World of Tanks: Xbox 360 Edition, as well as our upcoming projects.