Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 23, 2014
arrowPress Releases
April 23, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


Think you don't have the resources for user testing? Think again 2
by Gamasutra Community [04.22.14]
"User testing is critical, especially when you don’t have resources to spare. The long-term benefits far outweigh the short-term costs, and if you do it right, you'll make a better game."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Q&A: The weird, wacky success that is Goat Simulator Exclusive 9
by Alex Wawro [04.21.14]
Coffee Stain Studios CEO Anton Westbergh explains how a game that started out as a game jam joke became a real, tangible product, and why game developers should lighten up once in a while.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Exclusive, Video

'What's the best game dev educational resource you've ever used?' Exclusive 2
by Staff [04.18.14]
There's a lot of great educational resources out there that can help you refine your game development skills -- the trouble is knowing where to look.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Exclusive

New documentary delves into the game industry's LGBTQ presence  
by Alex Wawro [04.22.14]
You can now pay what you want for Gaming In Color, a feature-length documentary film that seeks to elucidate and explore what it means to be a part of the LGBTQ community within the game industry.
Business/Marketing, Serious, Video

Book review: OpenGL Development Cookbook  
by Gamasutra Community [04.21.14]
We have very advanced books like GPU Pro, and books for beginners like OpenGL SuperBible. It is great to see a book that is something between those two extremes.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Reminder: GDC Europe 2014 call for talks ends Monday  
by GDC Staff [04.18.14]
Don't miss the April 21 deadline to submit proposals for talks, roundtables and panel sessions at GDC Europe 2014, which will be held in Cologne, Germany August 11-13.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC Europe

Blog: Organizing yourself when overwhelmed 3
by Gamasutra Community [04.16.14]
"I'm not writing this to give you a fail-safe solution. I don't even have a solution. I'm just going to argue a bit how first trying to organize yourself can help your efficiency through the day."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

6 tips to make your backlog lean 2
by Gamasutra Community [04.15.14]
"A large backlog is a problem. A fat backlog will impede innovation and cause a frustration. Is our ability to generate ideas paradoxically one of the biggest impediments for new ideas?"
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


A Game Concept  
by Matt Powers [04.21.14]
Creating a game concept is one of the very first steps in video game production. In this article Matt Powers presents a game concept he developed and asks the community to provide feedback.
Business/Marketing, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Smartphone/Tablet

How to register a copyright: Part I - What can I register?  
by Zachary Strebeck [04.21.14]
California game lawyer Zachary Strebeck presents the first in a three-part series on registering copyrights. This part examines what can and cannot be copyrighted, and who holds the copyright on a creation.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Map of the Irish Games Industry  
by Jamie McCormick [04.20.14]
The first all Ireland map of the games industry is now up at http://getirishgames.ie . A work in progress, is is putting together a categorised map of the Irish industry, to help people have better view of where they can study and work. @GetIrishGames
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

OpenGL Development Cookbook  
by Bartlomiej Filipek [04.18.14]
Review of a very interesting book about Modern OpenGL Application Development.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Diversity, Halo, and the 'sexual/political agenda' of Fragments of Him 12
by Mata Haggis [04.17.14]
Why is it that games that address issues of diversity are often described as having an 'agenda', regardless of content, when mainstream titles are not given this label? Inspired by the recent Different Games conference, this post discusses this phenomena.
Business/Marketing, Design, Serious, Indie


CCP — Reykjavik, Iceland
[04.23.14]
Visual Effects Artist


Square Enix Co., Ltd. — Tokyo, Japan
[04.23.14]
Programmers
Join our ongoing next-gen game engine development effort at Square Enix!

SOAR Inc. — Mountain View, California, United States
[04.23.14]
Game Designer/Narrative Writer
The MiniGame Designer/Narrative Writer will take ownership of designing a series of narrative-themed simulations and minigames for a cutting-edge games & learning product

Treyarch / Activision — Santa Monica, California, United States
[04.23.14]
Associate Producer - Treyarch
Come work at Treyarch in sunny Santa Monica!

Treyarch / Activision — Santa Monica, California, United States
[04.23.14]
Production Coordinator (temporary) - Treyarch
Come work at Treyarch in sunny Santa Monica!

Vicarious Visions / Activision — Albany, New York, United States
[04.23.14]
Software Engineer-Vicarious Visions
See job description.

Sledgehammer Games / Activision — Foster City, California, United States
[04.23.14]
Desktop Support Technician, Temporary - Sledgehammer Games
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[04.23.14]
Senior Software Engineer-Vicarious Visions
See job description.

Giant Sparrow — Santa Monica, California, United States
[04.22.14]
Game Designer


Blizzard Entertainment — Irvine, California, United States
[04.22.14]
World of Warcraft - Environment Artist
Blizzard Entertainment is looking for an exceptionally skilled environment artist to work on the award winning game, World of Warcraft. The ideal candidate has experience modeling and texturing assets for a diverse visual range of environments.