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October 1, 2014
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October 1, 2014
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A guide to breaking away and striking out on your own 2
by Gamasutra Community [10.01.14]
How Ethan Levy went from EA to success on his own: "There are a few critical lessons to learn if you are accustomed to having a steady income stream and a team of people whose mere presence holds you accountable."
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Is Portal 2 a better brain-training game than brain-training games? 1
by Kris Graft [09.30.14]
A recent study from Florida State psychology researchers pit two kinds of games against one another to see which is actually “better” for your brain: "entertainment" games or "brain-training" games.
Design, Console/PC, Serious, Social/Online

How to shoot photos to make better, cheaper 2D game assets 2
by Gamasutra Community [09.25.14]
"It’s quite important to know what wonderful sites, museums, mansions and castles your city have, what things are in display. And you should be quite familiar with the blocks around your home/office."
Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The designer's production guide 1
by Gamasutra Community [09.29.14]
How to remove "much of the risk of creating a monster concept that would, ultimately, eat your company, money, and team."
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

A key ingredient for successful game studios: Positive energy 12
by Gamasutra Community [09.22.14]
"Game development work is inherently and by necessity creative, yet often we don't work in environments conducive to creativity."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Kickstarter updates terms: 'The creator must complete the project' 15
by Christian Nutt [09.19.14]
The popular crowdfunding site has added some serious new stipulations to its terms of service -- which are designed to ensure backers get what they back.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

EA backs the White House's new anti-sexual assault initiative 1
by Alex Wawro [09.19.14]
The publisher is one of many corporate partners supporting the "It's On Us" initiative, a campaign launched this week that aims to raise awareness about -- and hopefully curtail -- sexual assault.
Serious, Business/Marketing

Making educational games for the younger you 6
by Gamasutra Community [09.19.14]
"During this convergence of opposing chapters in our lives, all of a sudden the boring term ‘educational game’ doesn’t seem to be the big YAWN it used to be."
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


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


The best tools for your Unity 2D game  
by Ryan Leonski [09.30.14]
What are the best tools for developing 2D games in Unity?
Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Exploring the Expanding Game Industry Demographics  
by Ulyana Chernyak [09.29.14]
The last four years have been marked by the rise of social and F2P games and their impact on the game market. Today's post examines why demographics are changing.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Video/screencast: The Many Rewards of Designing Games  
by Lewis Pulsipher [09.29.14]
Aspiring designers often think they're going to get rich. Actually game design is a hobby for most, not a living. But there are many reasons other than money to design games. My favorite game is the game of designing games, though I do make some money.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Making Fast-Paced Multiplayer Networked Games is Hard  
by Mark Mennell [09.29.14]
In this post I discuss the challenges of making fast-paced multiplayer network games playable over the Internet and techniques to overcome them. Drawing from how the AAA classics did it and my own experience as an Indie developer making such a game.
Programming, Console/PC, Serious, Indie

Books for Creatives: David Ogilvy – Confessions of an Advertising Man [Part 1] 4
by Johan Toresson [09.29.14]
The first post in a series of post about books for creatives - inspirational and interesting books for creative people. Some times even educational. First part is about David Ogilvy - the Father of Advertising (and suspected Mad men inspiration).
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Bohemia Interactive Simulations k.s. — ORLANDO, Florida, United States
[10.01.14]
Game Designer


Whow Games GmbH — Hamburg, Germany
[10.01.14]
Games Developer


Bright Future GmbH — Cologne/Koeln, Germany
[10.01.14]
Senior ActionScript Developer Mobile
Senior ActionScript Developer Mobile (m/f)

Bohemia Interactive Simulations k.s. — Prague 5, Czech Republic
[10.01.14]
Game Designer


Raven Software / Activision — Madison, Wisconsin, United States
[10.01.14]
UI Lead - Raven
See job description.

Infinity Ward / Activision — Woodland Hills, California, United States
[10.01.14]
Senior Game Designer - Infinity Ward
Do you want to be a Single-Player Gameplay Designer on some of the best selling and most critically acclaimed shooters of all time?

Infinity Ward / Activision — Woodland Hills, California, United States
[10.01.14]
Senior AI Engineer - Infinity Ward
See job description.

Infinity Ward / Activision — Woodland Hills, California, United States
[10.01.14]
Gameplay Animation Engineer - Infinity Ward
See job description.

Infinity Ward / Activision — Woodland Hills, California, United States
[10.01.14]
Producer - Infinity Ward
A Producer at Infinity Ward is the primary point of contact for all scheduling matters for all stakeholders for the departments he/she produces. Reporting to one of the Production Managers, the Producer works closely with the rest of the Production team under his/her Production Manager and the Leads of the departments he/she produces to create and track project schedules.

Infinity Ward / Activision — Woodland Hills, California, United States
[10.01.14]
Lead Tools Engineer - Infinity Ward
See job description.