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January 27, 2015
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January 27, 2015
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Unity error fix: Timestamps and assets maps out of sync 16
by Gamasutra Community [01.26.15]
One developer encounters a devastating Unity error: "My work of about three weeks was gone. I couldnít see anything, I couldnít do anything at all." Here's how to work around it.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Freelancers, contractors, and consultants don't work for free! 1
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

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

Don't Miss: Overcoming Impostor's Syndrome 37
by Gamasutra Community [01.19.15]
"You realize that you donít deserve to be here. You do not belong. You see amazing, talented people with more experience and talent, and you know you arenít qualified to work in their industry."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

'Has making games gotten easier or harder as you get older? Why?' 7
by Alex Wawro [01.16.15]
As the game industry matures, developers must balance the demands of their careers with the realities of growing older. Gamasutra asks its Twitter followers whether things get easier -- or harder.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

A new, free, simple press kit tool: Differently 9
by Gamasutra Community [01.14.15]
A free alternative to Vlambeer's presskit() arises, thanks to one developer's different needs, and with a different approach to how it was developed. It's available now.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Unit tests vs. functional tests: Round 1 1
by Gamasutra Community [01.14.15]
"Long story short Ė I made the initial set of tests pass, but when I ran the code in Tamy (my game engine editor) on the sample assets I had, it broke spectacularly."
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Creating Virtual Reality Games: The Fundamentals 16
by Sťbastien 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

Fitness Behavior Modification 2
by Sande Chen [01.26.15]
In this article, game designer Sande Chen reviews how gamification can ideally assist in people's fitness goals.
Design, Serious

Player Agency: How Game Design Affects Narrative  
by Josh Bycer [01.26.15]
Today's post looks at the concept of player agency or how much impact the player actually has when it comes to affecting the narrative and the problems with too much or too little agency.
Business/Marketing, Design, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Powerful C++ cross-platform game engine.  
by Jean-Claude Cottier [01.26.15]
Middleware are great tools, but you might also end-up with an amazing engine if you do it yourself. Admittedly, native and homemade technology are not for everyone, but for me, it was the perfect choice.
Business/Marketing, Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

For the Sake of the Industry: No More TotalBiscuit 33
by David Gallant [01.25.15]
John Bain, a.k.a. TotalBiscuit, has long proven toxic towards marginalized folks and is an active voice against diversity in this industry. It's time to leave him behind.
Business/Marketing, Serious

100 Games in 5 Years: The Halfway Mark  
by James Cox [01.22.15]
A few years ago, I set a goal for myself: Make 100 games in 5 years. This post is an update at the 2.5 year mark.
Design, Production, Console/PC, Serious, Indie

Crytek — Shanghai, China
UI Programmer

Crytek — Shanghai, China
Gameplay Programmer

Crytek — Shanghai, China
Render Programmer

Wandake Studios — Palo Alto, California, United States
Senior Unity Gameplay Engineer

BANDAI NAMCO Studios Inc. — Tokyo, Japan
Graphics Engineer
The creators of Pac-Man, Tekken, SOULCALIBUR are looking for a Graphics Engineer

Wandake Studios — Palo Alto, California, United States
Senior Systems Designer

Nway — San Francisco or Shanghai, California, United States
Sr. Game Server Engineer

Disruptive Games — Berkeley, California, United States
We√ʬĬôre looking for a talented programmer to help us make games that stand out from the crowd with stunning visuals, silky smooth performance, on cutting edge hardware.

Monolith Productions — Kirkland, Washington, United States
Art Lead, VFX
Warner Bros Games Inc seeks an Art Lead, VFX for the Warner Bros Games Monolith Art department.

Hangar 13 — Novato, California, United States
Build System Engineer
Hangar 13 is seeking the talents of a highly self-motivated Build System Engineer who enjoys a collaborative and creative work environment. Create and maintain in-house build system for an unannounced AAA multiplatform game currently in pre-production.