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October 30, 2014
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October 30, 2014
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Using games to treat anxiety, autism  
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

Google now embeds information about games in search results  
by Christian Nutt [10.23.14]
The dominant search company has expanded its "Knowledge Graph" program to serve up info on games from a simple search.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

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, weve 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 Im in tech,' he started saying. He paused for a beat. 'Then I think, at least Im 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


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


The DLC Transition and Expanding the Expansion Pack  
by Josh Bycer [10.29.14]
The lines between expansion packs and DLC have blurred in the digital era and today's post examines how DLC has overtaken expansion packs and what this means for game development.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How we can have diversity in our games without yelling at people. 31
by David Rico [10.28.14]
Thoughts on how to improve gaming and game development social climates by fostering and encouraging new developers to join and make more diverse games rather than badgering existing developers to do it for us.
Business/Marketing, Design, Production, Serious, Indie

Musicians and the eternal quest for email job landing.  
by Francisco Tufro [10.28.14]
Since we launched our Kickstarter campaign we noticed that every day we'd receive an email from a music composer asking for the opportunity to make the music for Nubarron. This is a small rant about this topic.
Audio, Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

If you must use runes... 25
by Jonas Nicolaisen [10.28.14]
About using runes in games correctly and the importance of research.
Business/Marketing, Design, Art, Serious, Indie

Alternative Sales Strategies for Digital Stores: Marketing Events  
by Ulyana Chernyak [10.27.14]
Concluding this series on alternative sales strategies, we turn to the recent uses of marketing events by developers and stores to raise visibility and sales
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Square Enix Co., Ltd. — Tokyo, Japan
[10.30.14]
Programmers


Infinity Ward / Activision — Woodland Hills, California, United States
[10.30.14]
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
[10.30.14]
Multiplayer Level Designer - Treyarch
We make fun! Come work in sunny Santa Monica!

Nexon America, Inc. — El Segundo, California, United States
[10.29.14]
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
[10.29.14]
Producer


DeNA Studios Canada — Vancouver, British Columbia, Canada
[10.29.14]
Analytical Game Designer


Xsolla — Sherman Oaks, California, United States
[10.29.14]
Senior Business Development Manager
Xsolla, a global payment and billing services provider for video game developers, is looking for an experienced and highly motivated senior business development manager. This position focuses on growing business with current partners and developing new relationships with video game companies.

Blizzard Entertainment — San Francisco, California, United States
[10.29.14]
iOS Engineer, San Francisco
Do you love games, especially Blizzard games? How about building engaging experiences for mobile devices? Awesome, because we here on Battle.net’s mobile team are looking for a talented software engineer to join our group and help bring Blizzard’s trademark polish to iOS and in turn to millions of our players worldwide.

DeNA — San Francisco, California, United States
[10.29.14]
Software Engineer, Game Server
At DeNA our goal is to make the best mobile social games in the world and our game servers are central to that goal. Simply put, we're looking for talented and driven server engineers who are interested in building highly scalable game servers for hit titles. Our game server engineers build software that juggles the needs of a massive user population.

DeNA — San Francisco, California, United States
[10.29.14]
Full Stack Engineer, Games
You love to build things. Maybe its because you played with Legos growing up. Building is what you shall do at DeNA. We are looking for you to join us in building dynamic, networked games for the iPhone and Android devices. You will work with a team of talented engineers in a fun and focused environment to create the very foundation of our company – the games. We’ll expect you to participate and contribute to the growth of our company by speaking up and being heard.