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November 24, 2014
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Why you want cross-functional team members  
by Gamasutra Community [11.24.14]
"You are hurting the agility of your company or project if you have an over-reliance on the concept specialization and aren’t encouraging teams to work collaboratively to spread knowledge and skills."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Charting distinctive features in games  
by Gamasutra Community [11.24.14]
An academic look at how "distinctive features" open up games to study: "Games are as diverse as the humanity that created them. This means that trying to sort games in definite, discrete categories is fruitless."
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Congratulations! You're a game dev lead...Now what? 20
by Gamasutra Community [11.13.14]
A guide from Insomniac's Mike Acton: "Congratulations! You’re a lead. Now what? In general, whatever skills you’ve demonstrated that got you to this point aren’t the same things you’ll be doing from here on out."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Video: Going beyond graphics to reach visually impaired players  
by Staff [11.10.14]
A group of developers and advocates join together to share advice at GDC 2014 on how developers can make games that are accessible and appealing to a vastly underserved market: the visually impaired.
Audio, Video, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Design, Business/Marketing, Vault

Learn how thatgamecompany recruits top talent at GDC 2015  
by Staff [11.07.14]
Thatgamecompany's Sunni Pavlovic has a truckload of experience finding and retaining top game dev talent, and she's coming to GDC 2015 to explain how she does it -- and how you can do it too.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC

Using games to treat anxiety, autism 1
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


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


Cross-Functional People  
by Charles Palmer [11.21.14]
Production problems abound when you rely too heavily on specializations. This blog lays out a few of the pitfalls of over-reliance on specialization and the advantages of breaking free.
Production, Console/PC, Serious, Social/Online, Smartphone/Tablet

Quit the Grind: New Ways to "Level" 5
by Zack Wood [11.21.14]
Any RPG fan knows the feeling when battle stops being fun and starts being work, when you're just grinding because you feel you have to. But it isn't necessary- just look at what some of the classic RPGs have done to keep "leveling up" fun!
Design, Production, Art, Console/PC, Serious, Indie

Alien: Isolation Technical Observations  
by Jack Pritz [11.21.14]
Technical Observations of Alien: Isolation.
Design, Programming, Console/PC, Serious

Analysing Gamification with the SAMR Model  
by Andrzej Marczewski [11.21.14]
SAMR is a great analytical model used by those in education to assess the impact of new technology. It seemed to me like it would be rather handy for gamification as well!
Design, Serious

When Helping Harms 4
by Larry Carney [11.19.14]
A look at recent events in the Swedish games industry, and how the consumer can be harmed when a content creator and an industry merely desire to do the right thing.
Business/Marketing, Design, Production, Art, Serious


Hasbro — Burbank, California, United States
[11.24.14]
Technical Designer - Integrated Play (Girls/Disney Princess)


Hasbro — Burbank, California, United States
[11.24.14]
Sr. Game Designer - Integrated Play (Girls/Disney Princess)


24 Seven Inc — Los Angeles, California, United States
[11.24.14]
Game Programmer


Harmonix Music Systems — Cambridge, Massachusetts, United States
[11.24.14]
FX ARTIST
Leverage your expert knowledge of shaders, particle systems and game engines to bring environments and characters to life

Hasbro — Burbank, California, United States
[11.24.14]
Lead Artist - Integrated Play (Girls/Disney Princess)


Harmonix Music Systems — Cambridge, Massachusetts, United States
[11.24.14]
UI ARTIST
Harmonix game menu systems are rich graphic experiences employing cutting-edge motion graphics, typography, illustration, 3D animation, lighting and special effects. The role of a UI artist doesn't stop at the menu system; it also influences the over-arching art direction of a game including box art, promotional materials, TV commercials and beyond.

Hasbro — Burbank, California, United States
[11.24.14]
Project Manager - Integrated Play (Girls/Disney Princess)


Nordeus — London, England, United Kingdom
[11.24.14]
Lead Game Designer


Filament Games LLC — Madison, Wisconsin, United States
[11.24.14]
Associate Producer


Firaxis Games — Baltimore, Maryland, United States
[11.24.14]
Senior Graphics Engineer, OpenGL
Firaxis Games is seeking a talented software engineer to act as the primary OpenGL resource for current and future game development needs. This individual will be a key member of the Firaxis graphics team, and will help our studio break new and exciting ground.