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August 21, 2014
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August 21, 2014
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GDC GM Meggan Scavio calls for speaker diversity at GDC 2015 2
by GDC Staff [08.19.14]
Game Developers Conference general manager Meggan Scavio explains her plans to expand the diversity of the community interacting at the 28th annual GDC next March.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

GDC board members share advice for pitching a GDC 2015 talk  
by GDC Staff [08.21.14]
The GDC 2015 call for submissions closes next Thursday, August 28th, and to help you better prepare we've got some advice on pitching talks from a few members of the GDC advisory board.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

Quick Kickstarter tips: Getting your video right 6
by Gamasutra Community [08.13.14]
"It’s loud, confusing, it shows snippets of the game, it doesn’t tell the story of WHY you’re putting it to the Kickstarter community! Welcome to yet another failed Kickstarter project."
Business/Marketing, Console/PC, Serious, Indie, Smartphone/Tablet

Don't monetize like League of Legends, consultant says Exclusive 32
by Leigh Alexander [08.11.14]
By many metrics, League of Legends is the most-played game in the world. But its monetization system probably won't work for your online game -- consultant Teut Weidemann explains the stats.
Business/Marketing, Design, Programming, Console/PC, Serious, Indie, Social/Online, Exclusive, GDC Europe

2 costly legal mistakes when working with contractors 2
by Gamasutra Community [08.11.14]
Attorney Zachary Strebeck on "deadly mistakes that crop up in licensing or independent contractor agreements" that you absolutely should avoid.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: Happiness in game development - Why try? 14
by Gamasutra Community [08.08.14]
"And then I remembered: seeking authentic, lasting happiness does not mean you’re a douche bag. In fact, it likely means the opposite."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Games and colorblindness: A quick guide 11
by Gamasutra Community [08.07.14]
"Colorblindness settings come into play when information is vital and the player needs to be able to quickly differentiate two colors." Want to help everyone enjoy your game? Here's how.
Business/Marketing, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Reminder: GDC Europe online registration closes tomorrow  
by Staff [08.05.14]
With just a day left until registration closes on August 6 at Midnight UTC, GDC Europe organizers are offering a special registration discount code and a roundup of conference highlights.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC Europe


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



Be careful what you wish for. 6
by Paul Johnson [08.20.14]
When Steam makes your blood boil...
Business/Marketing, Production, Console/PC, Serious, Indie

Should you or I enter the IGF?  
by Andrew Haining [08.20.14]
What I learned about entering the IGF last year, advice for devs and advice for the IGF!
Business/Marketing, Design, Serious, Indie

What Are Artistic Games?  
by Rick Hoppmann [08.20.14]
Games get more widely accepted as forms of art recently, but what makes a game artistic? In my short blogpost I cover what characteristics a game needs to have for me to be artistic.
Design, Art, Serious, Indie

Composition in Level Design 6
by Mateusz Piaskiewicz [08.17.14]
When designing a level you're able to freely compose your virtual environment with any objects you want. A level designers' work can be compared to that of a painter. Now let's see the level as the art gallery and the level vistas as paintings.
Design, Art, Console/PC, Serious, Indie


Gameloft — Seattle, Washington, United States
[08.21.14]
Art Director
Mobile games dominator Gameloft, worldwide publisher of mobile and social games,is looking for a Art Director to start a new studio in Seattle.

Gameloft — Seattle, Washington, United States
[08.21.14]
Technical Director
Mobile games dominator Gameloft, worldwide publisher of mobile and social games,is looking for a Technical Director to start a new studio in Seattle.

Gameloft — Seattle, Washington, United States
[08.21.14]
Creative Director
Mobile games dominator Gameloft, worldwide publisher of mobile and social games,is looking for a Creative Director to start a new studio in Seattle.

YAGER Development GmbH — Berlin, Germany
[08.21.14]
Senior Graphics Programmer (f/m)
YAGER is looking for an experienced Graphics Programmer for our current AAA project – Dead Island 2.

Square Enix Co., Ltd. — Tokyo, Japan
[08.21.14]
Programmers


Infinity Ward / Activision — woodland hills, California, United States
[08.21.14]
Build Engineer-Infinity Ward
See job description.

Disney Consumer Products — Glendale, California, United States
[08.20.14]
Contract Game Programmer


Cloud Imperium Games — Austin, Texas, United States
[08.20.14]
Lead Network Engineer
Cloud Imperium is looking for a Lead Network Engineer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — Santa Monica, California, United States
[08.20.14]
Animation Programmer
Cloud Imperium is looking for an Animation Programmer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[08.20.14]
Art Director
Cloud Imperium is looking for an Art Director to work on our exciting PC space combat sim, Star Citizen!