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October 31, 2014
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October 31, 2014
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Using games to treat anxiety, autism  
by Christian Nutt [10.29.14]
"The program starts to not feel like a game ... It feels real. You know it is an alternate reality, but you feel the same emotions you would feel in the actual situation you are practicing."
Design, Console/PC, Serious

New social issue games tackle education, big pharma Exclusive 26
by Leigh Alexander [10.24.14]
Subaltern Games' No Pineapple Left Behind and Twice Circled's Big Pharma are two new games that represent a humorous, provocative approach to social issues.
Design, Programming, Console/PC, Serious, Indie, Exclusive

Google now embeds information about games in search results  
by Christian Nutt [10.23.14]
The dominant search company has expanded its "Knowledge Graph" program to serve up info on games from a simple search.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Learn to make multiplatform games and protect your IP at GDC Next  
by Staff [10.23.14]
Attorney Mona Ibrahim explains how to avoid IP lawsuits and Owlchemy Labs CEO Alex Schwartz reveals everything you need to know about multiplatform development at GDC Next 2014 featuring ADC.
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Designing educational games that grow up with the child  
by Gamasutra Community [10.22.14]
"As we work with developers around the globe, we’ve come to understand that the most successful games for kids are a balance of both education and fun, but also stretch a child to reach the next level."
Design, Serious, Smartphone/Tablet

Building a game for charity that makes players care  
by Gamasutra Community [10.21.14]
"Serious games pose some unique challenges. How do you convey key messages in a clear, memorable and transparent way, while also creating an experience that succeeds as a game in its own right?"
Design, Production, Serious, Smartphone/Tablet

Why anything but games matters 20
by Gamasutra Community [10.20.14]
"A couple months ago, I was talking to a friend in technology media. 'Sometimes I wonder why I’m in tech,' he started saying. He paused for a beat. 'Then I think, at least I’m not in games.'"
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: Crowdsourced translations can work: Here's how 1
by Gamasutra Community [10.15.14]
"The flow of work can go a lot smoother when partnering with some trustworthy power users. They will be able to provide extra localization feedback to your products if they are highly engaged."
Business/Marketing, Production, 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


Cleaning up the E-Sports Market  
by Ulyana Chernyak [10.31.14]
Toxic communities have sadly been a part of E-Sports and the competitive crowd for some time. But in recent years there have been developers trying to improve matters and today's post looks at this trend and why it is happening.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

GDC Next - our lecture recommendations for press.  
by Simon Carless [10.30.14]
Ahead of our GDC Next show in Los Angeles next week, our press liaison firm FortySeven Communications has again worked with us to put together a list of some of the most interesting lectures at the show.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Breasts? No thank you! 3
by Michelle Martin [10.30.14]
Maybe I should have just made a game about candy pieces. It would have been a lot easier. Calling my shiny, colorful puzzle game ‘Boob Rescue’ certainly made things a lot harder than they needed to be.
Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet, Mobile Games

The DLC Transition and Expanding the Expansion Pack  
by Josh Bycer [10.29.14]
The lines between expansion packs and DLC have blurred in the digital era and today's post examines how DLC has overtaken expansion packs and what this means for game development.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How we can have diversity in our games without yelling at people. 35
by David Rico [10.28.14]
Thoughts on how to improve gaming and game development social climates by fostering and encouraging new developers to join and make more diverse games rather than badgering existing developers to do it for us.
Business/Marketing, Design, Production, Serious, Indie


The Workshop — Marina del Rey, California, United States
[10.31.14]
Programmer
The Workshop is an independant growing game developer on the front line of next-gen console development. We are a tight-knit group looking for talented new faces, people who work well in small creative environments. Every day is a little different and very exciting as we engage in multiple projects of all sizes. We offer competitive salaries, insurance and a small independent studio environment.

InnoGames GmbH — Hamburg, Germany
[10.31.14]
Mobile Developer C++ (m/f)
Mobile Developer C++ (m/f)

The College of New Jersey — Ewing, New Jersey, United States
[10.31.14]
Assistant Professor - Interactive Multi Media - Tenure Track


Next Games — Helsinki, Finland
[10.31.14]
Senior Level Designer


Activision Publishing — Santa Monica, California, United States
[10.31.14]
Tools Programmer-Central Team
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[10.31.14]
VFX Artist-Vicarious Visions
See job description.

Magic Leap, Inc. — Wellington, New Zealand
[10.30.14]
Level Designer


Amazon — Seattle, Washington, United States
[10.30.14]
Sr. Software Development Engineer - Game Publishing


Magic Leap, Inc. — Wellington, New Zealand
[10.30.14]
Lead Game Designer


Sega Networks Inc. — San Francisco, California, United States
[10.30.14]
Mobile Game Engineer