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August 4, 2015
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August 4, 2015
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Women in the game industry share stories of improving diversity  
by Alex Wawro [08.04.15]
A panel of women from companies like King, NaturalMotion and Gameloft came together at GDC Europe today to share their experiences as women in the industry and offer advice for increasing diversity.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Game devs negative on job outlook, positive on diversity, says IGDA survey 8
by Christian Nutt [08.03.15]
Game developers optimistic about growth, less so about the industry itself, says new IGDA survey of game dev professionals -- which also touches on quality of life, diversity, and opportunity.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Effective coding: Don't repeat yourself 27
by Gamasutra Community [07.30.15]
"The basic premise is to never have duplicate code in your program. It may sound obvious, why would anyone just copy and paste code? But code duplication is actually a surprisingly common programming problem."
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

New VRDC virtual reality conference will debut at GDC 2016  
by Staff [07.30.15]
Game Developers Conference officials are proud to debut a new standalone Virtual Reality Developers Conference (VRDC) that will take place March 14th and 15th in San Francisco alongside GDC 2016.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

GDC 2016 opens call for papers, welcomes new board member Amy Hennig  
by Staff [07.30.15]
Heads up game devs: GDC 2016 officials have opened the Call for Papers, running until August 27th, and added new advisory board member Amy Hennig.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

What Yoko Ono's art teaches us about video games Exclusive  
by Katherine Cross [07.23.15]
Yoko Ono's brilliant performance art pieces were designed to be interactive and impermanent, ensuring that each audience member had their own unique experience of them.
Design, Art, Serious, Indie, Exclusive

GDC Europe and Gamescom partner for first annual Women In Tech Day  
by Staff [07.22.15]
GDC officials are happy to announce a partnership with gamescom to help put on the first annual Women in Tech Day in Cologne, Germany on August 5th, immediately following GDC Europe.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC Europe

Video: How to save game history forever -- or doom it to oblivion 1
by Staff [07.21.15]
"Games. Have. Historical. Value. If you don't think games have historical value, everything I say is gonna be a guy talking about stuff you don't care about," says archivist Jason Scott at GDC 2015.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, Video, Vault


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


Steam Reviews – a harsh place to be if you EVER make a mistake  
by Paul Johnson [08.04.15]
Admittedly a little self-serving, but there's a real message in here about making sure you get everything right first time. Or pay the price forever...
Business/Marketing, Production, Console/PC, Serious, Indie

Examining The Five Nights at Freddy's Experience  
by Josh Bycer [08.03.15]
The Five Nights at Freddy's series has become a cult sensation over the last year and today's post looks at what it did from a horror and design angle.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Composing Adaptive Music for Games with Elias – Part 3 – VR Game Stampede and Unity Integration  
by Dale Crowley [08.03.15]
Adaptive music is discussed through a real world integration example of Elias and the VR game Stampede. I demonstrate how simple it is to integrate with Unity, discuss the performance and memory usage (only .2-.3% CPU and .2 MB of audio memory typically.)
Audio, Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Achievement mechanic with Badge Keeper (early stage review)  
by Ilya Kivilev [08.03.15]
Ever thought of saving development time? Never used achievements and wonder how to use them efficiently? Read on how one can start working on adding achievement mechanic in his/her application and end up creating a web-service for that purpose.
Business/Marketing, Programming, Production, Serious, Indie

Happy Birthday to Cleril Calamity Studios  
by Matthew Hersh [07.31.15]
A now jaded indie developer shares his experience on Greenlight. Shunned, refused to be heard of, My Name is Addiction reaches its birthday without a cake in sight. His other title “Haven” while not quite finished is soon reaching its birthday too.
Business/Marketing, Console/PC, Serious, Indie


Backflip Studios — Boulder, Colorado, United States
[08.04.15]
Unity Engineer
Unity Engineer

Cloud Imperium Games — Santa Monica, California, United States
[08.04.15]
Associate Producer


Artillery — Palo Alto, California, United States
[08.04.15]
Senior Software Engineer


DrinkBox Studios — Toronto, Ontario, Canada
[08.04.15]
2D Animator


Industry Games — Gilbert, Arizona, United States
[08.04.15]
Character Artist


CrowdStar — Burlingame, California, United States
[08.04.15]
Community Manager


Gumi Europe — Paris, France
[08.04.15]
Senior Game Designer


Gumi Europe — Paris, France
[08.04.15]
Creative Producer


Gumi Europe — Paris, France
[08.04.15]
Development Manager


Zindagi Games — Camarillo, California, United States
[08.04.15]
Software Engineer
Zindagi Games is looking for Software Engineers!