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December 18, 2014
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December 18, 2014
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The agile principles of game design and development 3
by Gamasutra Community [12.18.14]
"Letís face it -- the Agile Manifesto is very much Software Engineer focused. This redrafting is a bit of an experiment in changing the principles to make sense for game design/development."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

5 events that shook the game industry in 2014 77
by Alex Wawro, Kris Graft [12.16.14]
As the year winds down around us, we zero in on five specific events that rocked the industry in 2014.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Top 10 Game Developers of 2014 46
by Staff [12.11.14]
With 2014 coming to a close, it's time for our end of year roundups, starting with perhaps our most important annual list: The Top 10 Game Developers of 2014.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

The 5 trends that defined the game industry in 2014 19
by Kris Graft [12.15.14]
2014 was...something. But it was more than just groups of people at each others' throats over their opinions on video games.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Loot drop best practices 6
by Gamasutra Community [12.16.14]
Daniel Cook drops loot design knowledge: "Many games have loot. Usually this drops randomly. Here are some best practices I've encountered over the years."
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Best of 2014: Understanding Nintendo's Tomodachi Life problem 83
by Christian Nutt [12.18.14]
Christian Nutt examines why Nintendo's response to outcry over the lack of same-sex marriage in Tomodachi Life is so important, and reflects on the totemic power of marriage and identity in games.
Business/Marketing, Design, Console/PC, Serious

Communication for the win: Helping teams work together  
by Gamasutra Community [12.18.14]
Good communication: "From AAA teams to little indie outfits like us, nearly every developer has to confront this reality at some point. Still, I have seen firsthand that this can make or break a project."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Best of 2014: Is YouTube killing the traditional games press? 56
by Mike Rose [12.17.14]
This year saw a notable shift in the video game industry that many traditional game critics would rather turn a blind eye to than investigate.
Business/Marketing, 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


Game Audio Pillars  
by Rob Bridgett [12.18.14]
Throwing down some high-level, transparent goals for a game audio department which can help build more resourceful and confident teams with an elevated view of what is in front of them.
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Legal News: Killzone and UFC class action lawsuits, Google Play issues IAP refunds  
by Zachary Strebeck [12.18.14]
Game lawyer Zachary Strebeck has a roundup of three game-related legal news stories that broke this week, concerning Sony's Killzone: Shadowfall, the Google Play store's IAP refunds and the UFC anti-trust lawsuit.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Prismata AI: How I learned to stop worrying and love the bots  
by Dave Churchill [12.18.14]
How I coded the AI for a game with at least as many game states as atoms in the Milky Way Galaxy! Letís dive into an overview of the AI in Prismata: from initial motivations all the way to the bot that played ladder against humans.
Design, Programming, Console/PC, Serious, Indie

The Network Effect of Mobile Liquidity  
by Jeff Solomon [12.18.14]
How to exponentially increase engagement by integrating group chat
Business/Marketing, Design, Programming, Production, Serious, Indie, Social/Online

This isn't Censorship, it's Intelligence 4
by Ryan Morrison [12.17.14]
You've probably seen by now that Hatred has been pulled by Steam. In what shouldn't be much a surprise, a game trying to cross the line, well, crossed the line. Here's why that's a great thing.
Business/Marketing, Design, Art, Console/PC, Serious, Indie, Social/Online


Reload Studios Inc. — Tarzana, California, United States
[12.18.14]
SOFTWARE ENGINEER


Hangar 13 — Novato, California, United States
[12.18.14]
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.

Hangar 13 — Novato, California, United States
[12.18.14]
Graphics & Rendering Engineer
Hangar 13 seeks the talents of a seasoned graphics programmer who enjoys a collaborative and creative work environment and is looking to push the boundaries of cutting edge 3D graphics. Research, develop, implement, and debug high-end and photorealistic graphics techniques applicable to characters and large-scale environments.

Hangar 13 — Novato, California, United States
[12.18.14]
Senior Animation Engineer
Got what it takes to produce a cutting-edge AAA title? Be part of our passionate team and strive for excellence. Hangar 13 is looking for a seasoned and passionate programmer who enjoys a collaborative and creative work environment and is looking to work with likeminded professionals to create a truly amazing game.

Hangar 13 — Novato, California, United States
[12.18.14]
Senior AI Engineer
Hangar 13 is looking for a Senior AI Engineer who enjoys a collaborative and creative work environment and is looking to work directly with content creators to give them the power to create amazing experiences. Design, develop, implement and debug code for new and upgraded software products.

Deep Silver Volition — Champaign, Illinois, United States
[12.18.14]
Sr. Systems Designer


Hangar 13 — Novato, California, United States
[12.18.14]
Senior Engine Programmer
Hangar 13 is looking for a Senior Engine Programmer who enjoys a collaborative and creative work environment and is looking to push the boundaries of cutting edge hardware. Research, develop, implement, and debug high-end techniques applicable to large-scale environments.

Hangar 13 — Novato, California, United States
[12.18.14]
Audio Programmer
Hangar 13 is looking for a highly self-motivated audio programmer who enjoys a collaborative and creative work environment. Audio programmers work directly with audio designers and game designers to give them the power to create amazing experiences and to support our culture of iterative design to make AAA games. Create and maintain audio pipelines and technologies based on AudioKinetic WWise, for an unannounced multiplatform game currently in pre-production using proprietary software and technology.

2K China — Shanghai, China
[12.18.14]
Experienced Tools/Audio Programmer


Cloud Imperium Games — Austin, Texas, United States
[12.18.14]
Senior Network Engineer