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October 23, 2014
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October 23, 2014
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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

Robin Hunicke joins UC Santa Cruz's game program as an instructor  
by Christian Nutt [10.14.14]
The Games and Playable Media program picks up the Journey producer and co-author of the influential MDA framework as an Associate Professor of Art & Game Design.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: Unity - King of the web, teacher of children, betrayer of men 21
by Gamasutra Community [10.13.14]
"Bottom line? Unity is an amazingly versatile piece of software whether you are building a prototype or a triple-A title. But it has a rather spotty history when it comes to new deployment platforms."
Business/Marketing, Programming, Production, Console/PC, Serious, Indie

Maintaining quality of life as a game developer, entrepreneur, and parent 8
by Gamasutra Community [10.13.14]
"According to the IGDA Developer Satisfaction Survey, 70% of respondents do not have children. Are we sacrificing too much of our family life for our passions and careers as game developers!?"
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


Alternative Sales Strategies for Digital Stores -- Loyalty Programs  
by Ulyana Chernyak [10.23.14]
Our next topic on sales tactics for digital stores are loyalty programs. While their use in the Game Industry isn't far reaching yet, they are another potential area for digital stores to look into.
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Can Game Design be Appraised?  
by Josh Bycer [10.22.14]
The Game Industry is facing a severe issue of devaluing content which has been our fault and part of it has to do with the problem of understanding and evaluating game design.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Volcano Game Jam!  
by Thierry Brochart [10.22.14]
The Volcano Game Jam, november 14, 15, 16 will be huge! We are honored to have Eric Chahi (Another World...) as president of the jury!
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Smartphone/Tablet

We need games like Hatred. 1
by Tommi Aijala [10.22.14]
Ponderings on why the game culture need controversial games like Hatred
Business/Marketing, Design, Production, Serious, Social/Online

If you're Playing Games, you're Already Training your Brain  
by Yannis Patras [10.21.14]
Brain training is heavily built around neuroplasticity's premises. But neuroplasticity doesn't need elaborate scientific exercises to kick in. All it needs is an entertaining context, a challenging environment, and time! And these sound very familiar...
Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet


WB Games — Kirkland, Washington, United States
[10.23.14]
Principal Technical Artist
Warner Bros. Games Inc. seeks a Principal Technical Artist for the WBG Monolith Art department. The Principal Technical Artist is an individual contributor who is a recognized expert in their field and holds a wealth of knowledge in dealing with the technical issues around content creation for video games.

Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[10.23.14]
Senior Software Engineer


CCP — Newcastle, England, United Kingdom
[10.23.14]
Senior Backend Programmer


Guerrilla Games — Amsterdam, Netherlands
[10.23.14]
Animation System Programmer


Square Enix Co., Ltd. — Tokyo, Japan
[10.23.14]
Programmers


Infinity Ward / Activision — Woodland Hills, California, United States
[10.23.14]
Senior Sound Designer - Infinity Ward
As a Senior Sound Designer at Infinity Ward, you will use your technical and creative audio skills to bring life to the action in our next big adventure. Joining an award winning team, you will help create a cinematic soundscape for our next AAA title from inception, leveraging your passion, experience and critical thinking to help guide team decisions and provide valuable input to your peers. All while applying your own craft to deliver experiences that exceed player expectations. At Infinity Ward, you’ll strive to find ways to teach and level up those around you, while continuing to

Treyarch / Activision — Santa Monica, California, United States
[10.23.14]
Multiplayer Level Designer - Treyarch
We make fun! Come work in sunny Santa Monica!

Nexon America, Inc. — El Segundo, California, United States
[10.22.14]
Localization Coordinator
The Localization Coordinator is responsible for translating company communication between Korea and the U.S. (e.g. e-mails, Jira comments, etc.) as well as providing interpretations for video conferences, teleconferences, and small-sized meetings between Korea and the U.S. This position is also responsible for translating game-related documents. (e.g. test sheets, checklists, bug reports, game proposals, etc.)

Petroglyph Games — Las Vegas, Nevada, United States
[10.22.14]
Producer


DeNA Studios Canada — Vancouver, British Columbia, Canada
[10.22.14]
Analytical Game Designer