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Alaska Natives share their stories, culture through commercial games Exclusive  
by Leigh Alexander [07.21.14]
After 20 years in traditional games, Sean Vesce aims to help the Inupiat people of Alaska share their culture and values with the commercial gaming audience through puzzle platformer Never Alone.
Design, Programming, Production, Art, Console/PC, Serious, Indie, Exclusive, Video

Video: Designing games to be impactful, not escapist entertainment  
by Staff [07.23.14]
In this GDC 2013 talk, designer Jane McGonigal reminds developers that their games really do affect the lives of their players and gives design advice to ensure those effects are positive.
Design, Production, Console/PC, Serious, Video, Vault

Overcoming Impostor's Syndrome 27
by Gamasutra Community [07.17.14]
"You realize that you don’t deserve to be here. You do not belong. You see amazing, talented people with more experience and talent, and you know you aren’t qualified to work in their industry."
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Don't Miss: Unorthodox tips on improving your programming skills 29
by Gamasutra Community [07.16.14]
There are "plenty of good resources out there that teach the technical skills"; this post concentrates on "the more personal lessons that you often only learn through experience or trial and error."
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

GDC Europe debuts VR, #1ReasonToBe talks; last day for early reg!  
by GDC Staff [07.16.14]
As the deadline for GDC Europe early reg. looms, organizers highlight some of its most interesting talks on topics like Sony's Project Morpheus, #1ReasonToBe, the history of Ninja Theory and a postmortem on Broken Sword.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC Europe

Share your programming tricks on Gamasutra blogs 8
by Christian Nutt [07.10.14]
Have a great, practical programming technique you think Gamasutra's readers would appreciate? Write it up in Gamasutra blogs!
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How the Codemancer Kickstarter campaign became a success 9
by Gamasutra Community [07.10.14]
"I did not embark on my Kickstarter journey lightly, but sought the advice of many experienced people... The final amount raised was $52,725 by 1,862 backers. That's 439% of the original goal."
Business/Marketing, Console/PC, Serious, Indie, Smartphone/Tablet

Unconventional tips for improving your programming skills 29
by Gamasutra Community [07.07.14]
There are "plenty of good resources out there that teach the technical skills"; this post concentrates on "the more personal lessons that you often only learn through experience or trial and error."
Programming, Console/PC, Serious, Indie, Social/Online, 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


Interview with a Casual Game Dev moving to Hardcore Game Dev by Me  
by Renante Silvestre [07.23.14]
For my birthday I interviewed myself, here's how it went.
Design, Programming, Serious, Indie

The Story These Stories Aren't Telling 8
by Elizabeth Sampat [07.22.14]
On Gamasutra today, the annual salary survey shows a smaller-than-average wage gap between the sexes. On Polygon, an expose of the harassment women faces shows a larger problem. But the biggest problem in both articles isn't getting discussed.
Business/Marketing, Serious

Will that crowdfunded game ever actually ship? 15
by Lars Doucet [07.21.14]
A simple "rule of thumb" for quick "smell-test" risk assessment of crowdfunded game projects.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Starsector: A Story of Indie Development Done Right - Interview with Alex Mosolov  
by Mihai Cosma [07.20.14]
In this article i interview Alex Mosolov, an indie developer and lead of Fractal Softworks, lead dev of one of the most well-designed and properly-managed indie games that you most likely don't know about, Starsector.
Business/Marketing, Design, Production, Console/PC, Serious, Indie

Post Release Blues: A Theory  
by Phil Royer [07.18.14]
I've been mulling over the post-release blues for some time now. The main reason is because I've been hit hard around the release of Super Pixalo and finishing up my last year of college.
Programming, Production, Serious, Indie


Activision Publishing — Santa Monica, California, United States
[07.25.14]
Senior Online Programmer - Central Tech Online
Activision's Central Technology Online group is looking for a Senior Online Programmer. The Central Technology Online group is responsible for supporting, implementing, improving and debugging the online code and infrastructure for Activision/Blizzard's top selling online games.

Activision Publishing — Santa Monica, California, United States
[07.25.14]
Online Programmer - Central Tech Online
Activision's Central Technology Online group is looking for a Online Programmer. The Central Technology Online group is responsible for supporting, implementing, improving and debugging the online code and infrastructure for Activision/Blizzard's top selling online games.

Raven Software / Activision — Santa Monica, California, United States
[07.25.14]
Technical Director - Central Tech Online
The Technical Director is a key role in the Central Technology group, collaborating directly with the Vice President, Technology. To be successful you are expected to balance significant hands-on work on critical aspects of key franchises with management of direct reports and technology planning and oversight.

Vicarious Visions / Activision — Albany, New York, United States
[07.25.14]
Environment Artist-Vicarious Visions
See job description.

Giant Sparrow — Santa Monica, California, United States
[07.24.14]
Gameplay and Tools Programmer


Electronic Arts — Los Angeles, California, United States
[07.24.14]
Software Engineer
Systems Programmer-DICE L.A.

Petroglyph Games — Las Vegas, Nevada, United States
[07.24.14]
Unity Engineer


Crystal Dynamics — Redwood City, California, United States
[07.24.14]
Producer


GREE International — San Francisco, California, United States
[07.24.14]
Senior Software Engineer, Unity
Senior Software Engineer, Unity

GREE International — San Francisco, California, United States
[07.24.14]
Engineering Manage - Game Server
Engineering Manager - Game Server