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December 21, 2014
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December 21, 2014
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The agile principles of game design and development 5
by Gamasutra Community [12.18.14]
"Lets face it -- the Agile Manifesto is very much Software Engineer focused. This redrafting is a bit of an experiment in changing the principles to make sense for game design/development."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

5 events that shook the game industry in 2014 78
by Alex Wawro, Kris Graft [12.16.14]
As the year winds down around us, we zero in on five specific events that rocked the industry in 2014.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Game audio pillars  
by Gamasutra Community [12.19.14]
"The thought here is to provide high-level transparent goals for the audio department within a development environment, and to serve as a series of checks and balances by having a longer term strategic outlook."
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Heads up: Security vulnerability discovered in git clients 3
by Christian Nutt [12.18.14]
"A critical Git security vulnerability has been announced today, affecting all versions of the official Git client," GitHub says. An update is live for its services, but everyone using git should be careful.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Best of 2014: Understanding Nintendo's Tomodachi Life problem 84
by Christian Nutt [12.18.14]
Christian Nutt examines why Nintendo's response to outcry over the lack of same-sex marriage in Tomodachi Life is so important, and reflects on the totemic power of marriage and identity in games.
Business/Marketing, Design, Console/PC, Serious

Communication for the win: Helping teams work together  
by Gamasutra Community [12.18.14]
Good communication: "From AAA teams to little indie outfits like us, nearly every developer has to confront this reality at some point. Still, I have seen firsthand that this can make or break a project."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Best of 2014: Is YouTube killing the traditional games press? 56
by Mike Rose [12.17.14]
This year saw a notable shift in the video game industry that many traditional game critics would rather turn a blind eye to than investigate.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Loot drop best practices 8
by Gamasutra Community [12.16.14]
Daniel Cook drops loot design knowledge: "Many games have loot. Usually this drops randomly. Here are some best practices I've encountered over the years."
Design, 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


What Developers Can Do About Pirating Games  
by Ulyana Chernyak [12.19.14]
Piracy is a serious concern for game developers and today's post looks at some of the options available to designers to try and combat piracy.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Hiring a gamedev artist? Here are some things to keep in mind  
by Zachary Strebeck [12.19.14]
Game lawyer Zachary Strebeck interviews game artists Art Vogt and Lux for some opinions on how game developers should deal with paying their artists.
Business/Marketing, Design, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Three Sources of Quality in Game Audio  
by Rob Bridgett [12.19.14]
'Quality' can be a tricky beast to pin down and define. For some, 'high-quality audio' is simply a technical term referring to sample rates & bit depths. However, quality is something that needs attending to long before a sound makes it out of speaker...
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Game Localization Issues Part I: Time Estimation  
by Pawel Rewinski [12.19.14]
The first part of a series of articles on issues which arise during the process of games localization and linguistic testing. This post is focused on time estimation issues.
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Game Audio Pillars  
by Rob Bridgett [12.18.14]
Throwing down some high-level, transparent goals for a game audio department which can help build more resourceful and confident teams with an elevated view of what is in front of them.
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


En Masse Entertainment — Seattle, Washington, United States
[12.19.14]
Senior Product Manager
En Masse Entertainment is seeking a Senior Product Manager to lead help drive agile Marketing team. We’re a growing company of passionate gamers who love to come to “work.” We offer excellent service to our customers and each other. We’re looking for someone decisive, who can offer solutions, and isn't afraid to experiment. We need innovators who have learned from their past and have new ideas for the future.

En Masse Entertainment — Seattle, Washington, United States
[12.19.14]
Network Engineer
En Masse Entertainment (EME) is seeking an experienced and collaborative Network Engineer to help us build, automate, and maintain our network infrastructure. You will be working with high end Cisco, Juniper, Citrix, F5, and Netapp equipment in our flagship data center.

Hangar 13 — Novato, California, United States
[12.19.14]
Junior Level Architect - Temporary


Sucker Punch Productions — Bellevue, Washington, United States
[12.19.14]
IT Administrator


Sucker Punch Productions — Bellevue, Washington, United States
[12.19.14]
IT Administrator


Hangar 13 — Novato, California, United States
[12.19.14]
Senior Character Artist


GREE International — Vancouver, British Columbia, Canada
[12.19.14]
Sr. Game Systems Designer
Senior Game Systems Designer - GREE Canada, Vancouver BC

GREE International — Vancouver, British Columbia, Canada
[12.19.14]
Senior Product Manager
Senior Product Manager - GREE Canada, Vancouver BC

Gameloft — Seattle, Washington, United States
[12.19.14]
Gameplay Programmer


Cloud Imperium Games — Santa Monica, California, United States
[12.19.14]
Technical Artist