Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 28, 2015
arrowPress Releases
July 28, 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:


What Yoko Ono's art teaches us about video games Exclusive  
by Katherine Cross [07.23.15]
Yoko Ono's brilliant performance art pieces were designed to be interactive and impermanent, ensuring that each audience member had their own unique experience of them.
Design, Art, Serious, Indie, Exclusive

GDC Europe and Gamescom partner for first annual Women In Tech Day  
by Staff [07.22.15]
GDC officials are happy to announce a partnership with gamescom to help put on the first annual Women in Tech Day in Cologne, Germany on August 5th, immediately following GDC Europe.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC Europe

Video: How to save game history forever -- or doom it to oblivion 1
by Staff [07.21.15]
"Games. Have. Historical. Value. If you don't think games have historical value, everything I say is gonna be a guy talking about stuff you don't care about," says archivist Jason Scott at GDC 2015.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, Video, Vault

Is it worth it? Whiplash & the fetishization of crunch 30
by Gamasutra Community [07.20.15]
"Of the many problems with overwork in the game industry, the fact that we so often fetishize it and see it as the 'one true way' is one of our biggest problems."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Video: Women share their #1ReasonToBe in games at GDC 2015 1
by Staff [07.10.15]
Watch the triumphant GDC 2015 return of one of the event's most popular and positive sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Design, Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, Video, Vault

PSA: Today is your last day to save by registering early for GDC Europe  
by Staff [07.08.15]
Game developers, take note: GDC officials would like to remind you that today is the last day you can register early for GDC Europe at a discounted rate, potentially saving yourself up to 200 euros.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC, GDC Europe

A close look at the modern asset pipeline 1
by Gamasutra Community [07.07.15]
"A modern asset pipeline can help teams that are striving for greatness in visuals, without having to drown in the amount of work required to make the game run properly."
Programming, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Games affecting people 10
by Gamasutra Community [07.01.15]
Raph Koster that despite arguments to the contrary, we must accept -- we do accept -- that games have an effect on people, and we must also be conscious of that power.
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


Economy and Thematic Structure: Symphony of the Night's Level Design  
by Ario Barzan [07.27.15]
The castle's structural design in Castlevania: Symphony of the Night has rarely been factored into analyses of the game's strengths. This article will do so, using comparisons to several other exploration-based Castlevania titles for effect.
Design, Art, Console/PC, Serious

Tale of Tales didn't fail, all of us did  
by Dario D\'Ambra [07.27.15]
Why indie sperimental games always struggle? Why often the gamers community doesn't even recognize them as games? The case of Tale of Tales' Sunset could be a good starting point to have a global vision on these issues.
Business/Marketing, Art, Serious, Indie

High Performance Networking in the Cloud  
by Ben Adams [07.27.15]
Today we’re talking about server IO throughput for MMO twitch gaming at the extreme end.
Programming, Console/PC, Serious, Indie, Social/Online

CRPG History Abridged II - 12 more RPGs that brought something new to the table 7
by Felipe Pepe [07.23.15]
Second part of the series, looking into other less-known RPGs that are unique and innovative. Or just weird.
Audio, Design, Programming, Production, Art, Console/PC, Serious

Misinformation abounds regarding "Orphan Works and Mass Digitization" - Changes may be coming to copyright law  
by Zachary Strebeck [07.23.15]
Game lawyer Zachary Strebeck looks at some of the hyperbolic opposition to the Copyright Office's proposals regarding orphan works and mass digitization. No, the sky is not falling.
Business/Marketing, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Tripwire Interactive LLC — Roswell, Georgia, United States
[07.28.15]
Project Manager/Producer
We currently need a Project Manager, reporting to the Senior Producer, to boost our production management capability, working on Killing Floor 2 and future projects.

Nonstop Games — Singapore, Singapore
[07.28.15]
Backend Developer
Backend Developer

Nonstop Games — Singapore, Singapore
[07.28.15]
Game Balancer x 2
Game Balancer x2

Bigpoint — Hamburg, Germany
[07.28.15]
Head of Talent Acquisition (m/f) - Hamburg - 3794


Vicarious Visions / Activision — Albany, New York, United States
[07.28.15]
VV-Network Engineer
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[07.28.15]
VV-Tools Engineer
See job description.

Respawn Entertainment — San Fernando Valley, California, United States
[07.27.15]
Lead Recruiter
Respawn Entertainment is seeking a strong, experienced Lead Recruiter to drive recruiting efforts. Help us hire the best developer talent!

Boss Fight Entertainment, Inc. — McKinney, Texas, United States
[07.27.15]
Art Director


Sanzaru Games Inc. — Foster City, California, United States
[07.27.15]
UI Artist


Sanzaru Games Inc. — Foster City, California, United States
[07.27.15]
Concept Artist