Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 2, 2015
arrowPress Releases
April 2, 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:


Video: Stanford seminars examine the societal impact of games  
by Alex Wawro [03.31.15]
Stanford is publicly sharing videos from its Interactive Media & Games Summit, an ongoing series of open lectures on how games intersect with art, healthcare, education and other aspects of society.
Business/Marketing, Design, Console/PC, Serious, Indie, Video

Unity creates educational resources, makes engine free to teachers  
by Christian Nutt [03.23.15]
Unity 5 can head to high schools complete with a curricular framework for teaching the engine, and standards aimed at integrating with school curricula.
Programming, Console/PC, Serious, Indie, Student/Education, Social/Online, Smartphone/Tablet

Testing in a Scrum team  
by Gamasutra Community [03.23.15]
"I will discuss what types of testing I think should be done by a Scrum team, and what types could be done by someone outside of the team."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

New Chicago summit aims to raise awareness about video game law  
by Alex Wawro [03.20.15]
Two Chicago-based law students are looking to raise awareness among developers about the state of video game law by organizing the first annual Chicago Video Game Law Summit next week.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The UK's new budget includes two funds for game studios 5
by Christian Nutt [03.18.15]
A Prototype Fund designed to help game startups get off the ground and the Skills Investment Fund, which provides matching funds for training initiatives both made it in.
Business/Marketing, Console/PC, Serious, Indie, Smartphone/Tablet

This Week in Video Game Criticism: The Limits of Games with Stories  
by Kris Ligman [03.16.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the limits of games with stories to the psychological effects of game violence.
Design, Production, Console/PC, Serious, Indie, Social/Online

150 books for game devs 11
by Gamasutra Community [03.13.15]
"We have been building a big list of books about video games. It features more than 150 books dealing with the history of videogames, biographies, Game Design, Serious Games, videogames studies & analysis..."
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

GDC 2015 and the battle for headlines: An analysis  
by Gamasutra Community [03.12.15]
A media analysis that shows what kind of coverage GDC got as compared to other industry events -- and whether it was Unreal Engine or Unity that got the most play during the show.
Business/Marketing, 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 Clicker Phenomenon and pure Progression Models  
by Josh Bycer [04.01.15]
"Clicker" games have become a popular time waster for many gamers and today's post explains how baking cookies and fighting monsters provide the same entertainment.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

GDC BizDev Diaries: Managing 150+ Meetings for Twelve Companies Without Losing My Mind (Part 2 of 3)  
by Jay Powell [04.01.15]
The second in a series of posts outlining how our consulting firm handled business development and marketing meetings for twelve very different companies simultaneously at GDC 2015.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

In Defense of Gaming: How Developers Can Protect Against the Top 5 Hacking Risks to Mobile Games  
by Rennie Allen [03.31.15]
Many mobile gaming developers have not yet fully begun to understand the ramifications on long-term revenue loss that hacking is costing them today. Developers need to realize that their piece of the pie is at risk from day one.
Business/Marketing, Serious, Smartphone/Tablet

GDC 2015 The Delayed Impressions of a Games User Researcher  
by Ben Lewis-Evans [03.31.15]
What does a Games User Researcher attending GDC for the first time (along with the Games User Researcher Summit) think of the whole thing? This is an attempt to catalog and describe my experiences, with summaries of every talk I attended.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Design, Business/Marketing, Smartphone/Tablet

Engagement Study: Raids of Glory  
by Jero Juujrvi [03.31.15]
Engagement Study about mobile game Raids of Glory. In this post, you will learn some ways to engage and monetize your audience and improve your game design for better gaming experience.
Business/Marketing, Design, Serious, Social/Online, Smartphone/Tablet


Treyarch / Activision — SANTA MONICA, California, United States
[04.02.15]
Systems Designer - Treyarch
Come work for the team that brought you Call of Duty: Black Ops I & II

Infinity Ward / Activision — Woodland Hills, California, United States
[04.02.15]
Lead Game Designer (Builder - MP) - Infinity Ward
We are currently seeking an experienced Lead Game Designer to work on our new FPS. Previous experience leading a highly talented team of multi-player focused designers while also providing a portfolio heavy on MP: FPS game and level design work is paramount. If you live for kick-ass MP gaming, can motivate a team, and have shipped AAA titles with awesome design aesthetics, then we are looking for you!

Infinity Ward / Activision — Woodland Hills, California, United States
[04.02.15]
Gameplay Engineer - Infinity Ward
Infinity Ward is currently seeking a Gameplay Programmer in the Woodland Hills, CA area. This programmer will work with content teams to push our play-control and weapons to new heights of fun and visual fidelity, creating new systems and leverage existing ones to realize AAA-quality FPS gameplay.

Infinity Ward / Activision — Woodland Hills, California, United States
[04.02.15]
Senior Rendering Engineer - Infinity Ward
Infinity Ward is looking for a Senior Rendering Engineer to drive the vision of what a true next gen console title can achieve. You’ll be joining an experienced and highly capable team of engineers and content creators; you should be passionate and proactive and looking to build amazing looking games. .

Infinity Ward / Activision — woodland hills, California, United States
[04.02.15]
Build Engineer - Infinity Ward
Infinity Ward, located in Woodland Hills, CA is currently seeking an experienced Build and Release Software Engineer, whose primary focus will be maintaining and extending our automated build systems.

Infinity Ward / Activision — Woodland Hills, California, United States
[04.02.15]
Core Systems Engineer - Infinity Ward
Infinity Ward is currently seeking a Core Systems Engineer in the Woodland Hills, CA area.

Infinity Ward / Activision — Woodland Hills, California, United States
[04.02.15]
UX Designer - Infinity Ward
As a UX Designer at Infinity Ward, you will use your user experience approach and creative design skills to build compelling and accessible interfaces for our games. You will contribute to the vision for how players experience the game for both online as well as single player experiences. You will work directly with the UI team, UI Lead and the wider team to ensure that the game’s interface are easily understood and support the goals of the game.

Infinity Ward / Activision — Woodland Hills, California, United States
[04.02.15]
Game Designer (Builder - SP) - Infinity Ward
Do you want to be a Single-Player Designer on some of the best-selling and most critically acclaimed shooters of all time?

Infinity Ward / Activision — Woodland Hills, California, United States
[04.02.15]
Senior Game Designer (Scripter - MP) - Infinity Ward
Infinity Ward is seeking an experienced Multiplayer Designer that is looking to create gameplay systems, game modes and scripted events for an exciting new project! Candidates must have experience with C-style scripting languages and have the ability to think like a programmer to solve problems and accomplish a vision. Furthermore you should be comfortable writing script to handle gameplay systems such as basic AI behavior, cooperative mechanics, weapons, and scripted sequences.

2K — Novato, California, United States
[04.02.15]
Public Relations Coordinator