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January 31, 2015
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January 31, 2015
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Kickstarter in 2014: The breakdown 3
by Gamasutra Community [01.30.15]
A detailed analysis of the Kickstarter platform in 2014 -- and a particular look at how game projects did. Full numbers inside.
Business/Marketing, Console/PC, Serious, Indie, Smartphone/Tablet

Don't Miss: Self-promotion for game developers 21
by Gamasutra Community [01.29.15]
Industry vet Raph Koster (Ultima Online) explains in this post how self-promotion is neither dishonest nor tacky -- and explains how you should step up and take credit for your work.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Don't Miss: The top 10 weird children of games and neuroscience 26
by Erin Robinson [01.28.15]
In this classic 2011 feature, indie game developer and former neuroscience researcher Erin Robinson takes a look at ten particularly interesting studies to see what they can teach us as game makers.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Freelancers, contractors, and consultants don't work for free! 7
by Gamasutra Community [01.26.15]
A quick guide to working with outside collaborators: "Doing those 3 things above shows that you are a professional with a low budget, not a disillusioned idea person looking for free or cheap labor."
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Unity error fix: Timestamps and assets maps out of sync 18
by Gamasutra Community [01.26.15]
One developer encounters a devastating Unity error: "My work of about three weeks was gone. I couldn’t see anything, I couldn’t do anything at all." Here's how to work around it.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: Don't lose work - An auto-save solution for Unity 3
by Gamasutra Community [01.22.15]
"What can you do when a team member suffers a recurring Unity editor crash, losing all level design work? My answer was to write a small and helpful editor extension -- auto-save!"
Programming, Console/PC, Serious, Indie, Smartphone/Tablet

Reminder: Just over 24 hours left to register early for GDC 2015 1
by Staff [01.20.15]
With just over a day left until early registration for GDC 2015 ends on January 21, conference organizers are encouraging anyone interested in attending to register now at the discounted rate.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

Don't Miss: Overcoming Impostor's Syndrome 37
by Gamasutra Community [01.19.15]
"You realize that you don’t deserve to be here. You do not belong. You see amazing, talented people with more experience and talent, and you know you aren’t qualified to work in their industry."
Production, 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


A Maze of Murderscapes: Metroid II 6
by S.R. Holiwell [01.30.15]
Metroid II: Return of Homelessness
Audio, Design, Art, Serious

Part 3:The Problem With Verbs  
by Darren Tomlyn [01.30.15]
Our perception of the English language is causing us to perceive words to be used as verbs, even though they belong to different concepts.
Design, Serious

Steam’s Monopoly and the Uphill Battle for Competition  
by Josh Bycer [01.29.15]
Today's post examines the challenges of finding another company capable of competing with Steam and despite so many people hoping for a competitor, Steam is going to remain #1 for a very long time.
Business/Marketing, Design, Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Goblin Market: An Experiment in Serious Game Design  
by Elizabeth Goins [01.29.15]
A text adventure/interactive fiction game based on the short story, The Yellow Wall-paper. This is an experiment in the design of history games and explores the incorporation of fiction, historic texts and artifacts to maximize player interpretation.
Design, Serious

New music licensing developments on Twitch.tv and YouTube  
by Zachary Strebeck [01.27.15]
Game lawyer Zachary Strebeck takes a look at efforts by Twitch.tv and YouTube in legitimizing music licensing for content creators. Check out the info on the two systems.
Audio, Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


DropForge Games — Bellevue, Washington, United States
[01.31.15]
Senior Software Developer


Treyarch / Activision — SANTA MONICA, California, United States
[01.31.15]
UX Designer - Treyarch
Come work for the team that brought you Call of Duty: Black Ops I & II

Spin Master Inc. — Los Angeles, California, United States
[01.30.15]
Technical Director


Spin Master Inc. — Los Angeles, California, United States
[01.30.15]
Executive Producer


Spin Master Inc. — Los Angeles, California, United States
[01.30.15]
Associate Producer


Sanzaru Games Inc. — Foster City, California, United States
[01.30.15]
Game Engineer


Cloud Imperium Games — Austin, Texas, United States
[01.30.15]
Senior Server Engineer


Shiver Entertainment — Miami, Florida, United States
[01.30.15]
Executive Producer
Executive Producer

DoubleDown Interactive — Seattle, Washington, United States
[01.30.15]
Mobile Game Developer
Mobile Game Developer

Cloud Imperium Games — Santa Monica, California, United States
[01.30.15]
Production Designer