Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 30, 2015
arrowPress Releases
August 30, 2015
PR Newswire
View All
View All     Submit Event






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


Epic doles out $75k to UE4 educators via Unreal Dev Grants 2
by Alex Wawro [08.27.15]
Epic is continuing to dole out the $5 million banked in its Unreal Dev Grants program this week, awarding roughly $75,000 in no-strings-attached grants to ten educators and developers who use Unreal Engine 4.
Business/Marketing, Console/PC, Serious

Reminder: GDC 2016 call for submissions closes tomorrow!  
by Staff [08.26.15]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2016 Game Developers Conference in San Francisco, CA ends tomorrow (8/27). Don't miss your deadline!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

How to prioritize features and user stories 4
by Gamasutra Community [08.25.15]
"A development team's time can be wasted if they select the wrong user stories or features for a sprint or a release. Here are some techniques to take the guesswork out of prioritization."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How ChemCaper teaches kids chemistry, Final Fantasy-style 1
by Gamasutra Community [08.21.15]
"And contrary to popular belief, kids dont have anything against learning -- they just dont like to be bored while theyre at it."
Business/Marketing, Design, Production, Serious, Smartphone/Tablet

AIAS annual game industry scholarship winners announced  
by Chris Kerr [08.20.15]
The Academy of Interactive Arts and Sciences has announced the winners of its annual scholarship program, awarded by the AIAS Foundation.
Business/Marketing, Serious

GDC Europe 2015 talks are now available on the GDC Vault  
by Staff [08.19.15]
GDC officials are happy to announce that the many talks delivered by game industry at experts at GDC Europe 2015 earlier this month in Cologne, Germany are now available to watch on the GDC Vault.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Vault

Can crunch ever be fixed in the game industry? 24
by Gamasutra Community [08.18.15]
"One of the puzzling attitudes I've seen in the games industry is companies talking about focusing on long term success, yet not taking a firm position against crunch."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Developers, tell us your best Dirty Coding Tricks! 1
by Staff [08.17.15]
The "Dirty Coding Tricks" articles have been among the most popular on Gamasutra, and that's why we're asking you to share your stories -- so we can do a part 3!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing


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


CRPG History Abridged III - The revenge of more RPGs that brought something new to the table  
by Felipe Pepe [08.28.15]
A few more interesting RPGs, such as the Phantasie series, Hillsfar, Hideo Kojima's Snatcher SD, Shadowlands and a NWN2 mod.
Design, Programming, Production, Art, Console/PC, Serious, Indie

Blizzard Branding: Exploring Cross Game Marketing  
by Josh Bycer [08.28.15]
Today's post looks at how Blizzard has been leveraging their various games and branding into Cross Game Promotions and marketing for old and new fans alike.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Interactive Storyline: The Decision  
by Donte\' Hawkins [08.28.15]
Video games of this generation have a great way of allowing the player to make choices. Ultimately these choices that we make determine how both the characters and the story will progress throughout the game.
Design, Production, Art, Console/PC, Serious, Indie

Does this technology make AA obsolete? Is it new technology? If so I want credit and would appreciate some assistance. 1
by Mick Pearson [08.28.15]
I believe a few days ago I discovered a new technique and technology. It produces perfectly straight edges in video games and makes all forms of AA obsolete, and should be ideal for VR headsets. It's an obvious technique. And a quirk that it's new now.
Programming, Art, Serious

Edge of Winter Postmortem  
by Ed Dearien [08.26.15]
A Graduate Student in Game Development shares his experiences from his first major project for class, a 2D endless runner entitled Edge of Winter.
Production, Serious


Ready At Dawn Studios — Irvine, California, United States
[08.28.15]
Senior Level Designer


Respawn Entertainment — San Fernando Valley, California, United States
[08.28.15]
Quality Assurance Manager
Respawn is looking for a passionate QA Manager to join our development team. Manage the current QA team and continue to build and refine the team and processes, and help us ship bug free games.

PLAYSTUDIOS — Austin, Texas, United States
[08.28.15]
DevOps Engineer
We’re looking for DevOps Engineers to configure new environments, launch new games, and maintain live products. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If you’re a smart, creative, ambitious engineer committed to building stellar products, we want to talk to you.

PLAYSTUDIOS — Austin, Texas, United States
[08.28.15]
Database Engineer
We’re looking for Database Engineers to add even more great features. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If you’re a smart, creative, ambitious programmer committed to building stellar products, we want to talk to you.

PLAYSTUDIOS — Austin, Texas, United States
[08.28.15]
Web Applications Engineer
We’re looking for Web Applications Engineers to add even more great features. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If you’re a smart, creative, ambitious programmer committed to building stellar products, we want to talk to you.

Vrse — Los Angeles, California, United States
[08.28.15]
Associate Product Manager


Vrse — San Francisco, California, United States
[08.28.15]
Mobile Platform Developer


PLAYSTUDIOS — Austin, Texas, United States
[08.28.15]
Game Server Engineer
We’re looking for Game Server Engineers to add even more great features. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If you’re a smart, creative, ambitious programmer committed to building stellar products, we want to talk to you.

STEAM Engine — Austin, Texas, United States
[08.28.15]
Level Designer


Pure Imagination Studios — Van Nuys, California, United States
[08.27.15]
Unreal Developer