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November 26, 2014
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November 26, 2014
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Tips for motivating your indie team: Be human 2
by Gamasutra Community [11.25.14]
"Sometimes, members who leave will have an important perspective on your project. Even if it hurts to hear that criticism, it will make your team stronger in the end."
Production, Console/PC, Serious, Indie, Smartphone/Tablet

Charting distinctive features in games 1
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

Why you want cross-functional team members 1
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 arent encouraging teams to work collaboratively to spread knowledge and skills."
Production, 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! Youre a lead. Now what? In general, whatever skills youve demonstrated that got you to this point arent the same things youll 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


Creating Virtual Reality Games: The Fundamentals 16
by Sbastien 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


Socializing a New Member in a Scrum Team  
by Jon Clark [11.26.14]
This blog explores the process of incorporating a new team member into a Scrum team through Group Socialization theory and Agile development methodologies.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Perception of Characters and their Impact on Narrative  
by Josh Bycer [11.25.14]
The main character in any video game can impact how the title is perceived by the gamer and for today's post, we're going to look at some common archetypes for game writing and what they do to the perception of the story.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Cross-Functional People 1
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" 63
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


Blizzard Entertainment — Irvine, California, United States
[11.26.14]
Online Analyst
Blizzard Entertainment is looking for a passionate online analyst who will be responsible for supporting the analytic needs of Battle.net group. This person will perform online analytics and deliver actionable insights, analyses and recommendations that shape and inform day-to-day online strategies as well as long-term optimization strategies. The ideal candidate should be comfortable using the SQL language to run data queries and have experience in the e-commerce industry.

Blizzard Entertainment — Irvine, California, United States
[11.26.14]
Lead Linux Systems Administrator
Blizzard Entertainment is seeking talented IT systems admins, and we know we’re not alone in our search. So why Blizzard? Because it’s a haven for our kind! Our unique blend of opportunity, environment, and people all help make Blizzard the studio worthy of your career. You’ll be joining a network operations team that attacks challenges and crafts solutions with the same enthusiasm and creativity as our players do in our games. We love keeping up with and getting to use the latest technology, and take pride in protecting and gatekeeping some of the world’s most popular and beloved gaming franchises. And just like the company as a whole, our team is built on a culture of passion for who we are, what we create, and who we support. We want to hear from skilled system admins ready and eager to continue this adventure with us.

Blizzard Entertainment — Irvine, California, United States
[11.26.14]
Senior Web Front End Engineer, Irvine
Blizzard Entertainment is growing our presence and is seeking a talented senior web front end engineer to join the Battle.net team. This engineer can expect to maintain and implement new features for the World of Warcraft, StarCraft II, Diablo III, and account management web applications.

Blizzard Entertainment — San Francisco, California, United States
[11.26.14]
Senior Web Front End Engineer, San Francisco
lizzard Entertainment is growing our presence in San Francisco and is seeking a talented senior web front end engineer to join the Battle.net team. This engineer can expect to maintain and implement new features for the World of Warcraft, StarCraft II, Diablo III, and account management web applications.

Blizzard Entertainment — Irvine, California, United States
[11.26.14]
User Experience Researcher
If you can capture and analyze large amounts of qualitative findings and turn them into insightful findings, then you could be our next user experience (UX) researcher. You will make our UX designers AOE happiness as you investigate the “why” in order to learn more about our users. With the knowledge learned through your research,you will teach and inspire product owners and design teams. So, if you want the opportunity to further improve Blizzard’s user experience (with e-commerce, account management,community / social, in-game features, and much more) we would love to hear from you.

Blizzard Entertainment — Irvine, California, United States
[11.26.14]
Senior User Experience Designer, Irvine
We are looking for kickass user experience (UX) designers who are oozing with curiosity but can still fit their head in the door. You will be creating and supporting solutions for Blizzard.com, Battle.net, and our new Battle.net desktop app, which includes everything from e-commerce, to account sign-up and management, to community, to supporting our games. Although we move fast sometimes, we believe in quality and strive to create solid strategies based in user-center design principles. We are not an execution-only team stuck in a large organization, therefore this opportunity will favor designers who can take ownership, think globally, and foster an entrepreneurial spirit in support of our users. As a senior UX designer, you will be directly involved in setting the product strategy and vision, which means the ability to present ideas and educate others is just as important as your wireframes.

Blizzard Entertainment — Irvine, California, United States
[11.26.14]
Senior User Experience Designer, San Francisco
We are looking for one senior user experience (UX) designers who are oozing with curiosity but can still fit their head in the door for our San Francisco (SF) office. We believe in teamwork and having fun so don’t expect to be a one-man wolf pack. If selected, you will create and support solutions for our gamers through our Heroes of the Storm’s website, Hearthstone’s website, and our Battle.net mobile apps. As the main point of contact for UX in our SF office, this opportunity will favor someone who can build relationships in both our SF office and our Irvine headquarters.

Gameloft — Seattle, Washington, United States
[11.26.14]
Game Economy Designer
Mobile games dominator Gameloft, worldwide publisher of mobile and social games,is looking for a Game Economy Designer to start a new studio in Seattle.

Blizzard Entertainment — Irvine, California, United States
[11.26.14]
eSports Manager
Blizzard Entertainment is seeking an experienced eSports manager with outstanding management and communication skills to lead the design and development of eSports programs for Blizzard franchises in the Asia Pacific region.

Blizzard Entertainment — Irvine, California, United States
[11.26.14]
Senior Software Engineer, Console (Unannounced Games/Projects)
Blizzard Entertainment is looking for a talented and experienced programmer to join our crusade in developing top-quality games. As an engine programmer at Blizzard, you write and maintain the code that enables our games to run efficiently while also delivering on our artistic vision and gameplay goals. You will be responsible for developing systems on multiple platforms, working in areas like rendering, memory management, file and network I / O, and whatever else needs to be done to give us the best experience possible across all of the platforms we support.