Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 16, 2014
arrowPress Releases
September 16, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


'What value do you see in game jams? What have you learned?' 4
by Christian Nutt [09.12.14]
They're increasingly popular and seemingly going on all the time. What value do they hold for game developers? We asked our readers.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How to shoot photographs for better 2D in-game art 1
by Gamasutra Community [09.16.14]
"If you’re living in a big city, Beijing, Paris, Prague, you will not be short of museums. These are good places to hunt good antique pictures."
Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Kickstarter launches in Denmark, Norway, Sweden, and Ireland  
by Christian Nutt [09.15.14]
You can start building your projects now for launch on October 21; for the rest of us, it's time to start backing campaigns in kronor, kroner and euros.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: From student to serious game developer 2
by Gamasutra Community [09.12.14]
"Since the DOE was looking for a recruitment game that could reach as many people as possible, I wanted us to explore an alternative to what serious games had done in the past. We decided to focus on inspiration over instruction."
Serious, Indie, Smartphone/Tablet

GDC 2015 reveals new Summits and opens call for papers  
by Staff [09.08.14]
The GDC 2015 call for lectures and panels for topic-specific Summits focused on eSports, indie games, community management, free-to-play, narrative, mobile, and education ends 10/3.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Wage gauge: Industry salary stats from the 2014 Game Career Guide Exclusive  
by Staff [08.27.14]
In this edition you'll find lots of great data aimed at preparing you for a career in game development, including the results of Gamasutra's most recent industry-wide salary survey.
Audio, Exclusive, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

Reminder: GDC 2015 call for submissions closes tomorrow!  
by Staff [08.27.14]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2015 Game Developers Conference in San Francisco, CA ends tomorrow (8/28). Don't miss the deadline!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

Don't Miss: How Girls Make Games aims to shake up the industry Exclusive 9
by Leigh Alexander [08.22.14]
With help from sponsors and the expertise of Tim Schafer, Kellee Santiago and Tracy Fullerton, the Girls Make Games program has launched to resounding success, helping young girls learn game-making.
Audio, Exclusive, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing


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


Gamification: Pervasive User Centric Design  
by Andrzej Marczewski [09.15.14]
At its heart, is gamification Pervasive User Centric Design? Is it the cross over between real and virtual worlds?
Design, Serious, Social/Online

A Dissection of Current Gaming Media  
by Mike Higbee [09.13.14]
Trying to break down the criticism of what gaming media currently does and the various roles in it.
Business/Marketing, Console/PC, Serious, Indie, Social/Online

Tales of Terrachanics (Part 2)  
by Glen Cooney [09.12.14]
In Part 2, I discuss the specifics of our production process, and the lessons learned along the way. Contending against steep internal and external challenges, we managed to bring the game to Google Play.
Design, Production, Serious, Indie, Smartphone/Tablet

Can you use another game’s trademarked name to describe your own? 6
by Zachary Strebeck [09.11.14]
California game lawyer Zachary Strebeck looks at how someone might be liable for trademark infringement if they use another company’s mark when advertising their game project, as well as an affirmative defense to this infringement.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Tales of Terrachanics (Part 1) 2
by Glen Cooney [09.10.14]
A personal postmortem on creating a mobile title for the U.S. Department of Energy while battling depression. Part 1 sets the stage for the circumstances entering into the project.
Design, Production, Serious, Indie, Smartphone/Tablet


Vicarious Visions / Activision — Albany, New York, United States
[09.16.14]
Animator-Temporary-Vicarious Visions
See job description.

Raven Software / Activision — Madison, Wisconsin, United States
[09.16.14]
Network Engineer - Raven
See job description.

Raven Software / Activision — Madison, Wisconsin, United States
[09.16.14]
Sr. Gameplay Engineer - Raven
See job description.

Raven Software / Activision — Madison, Wisconsin, United States
[09.16.14]
Senior FX Artist - Raven
See job description.

Raven Software / Activision — Madison, Wisconsin, United States
[09.16.14]
Lead Engineer - Raven
See job description.

Raven Software / Activision — Madison, Wisconsin, United States
[09.16.14]
Lead Designer - Raven
See job description.

Square Enix Co., Ltd. — Tokyo, Japan
[09.15.14]
Programmers


Cloud Imperium Games — Santa Monica, California, United States
[09.15.14]
Technical Animator


Playtika Santa Monica — Santa Monica, California, United States
[09.15.14]
BI Analyst


Playtika Santa Monica — Santa Monica, California, United States
[09.15.14]
Sr. BI Developer