Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
July 31, 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:


Effective coding: Don't repeat yourself 13
by Gamasutra Community [07.30.15]
"The basic premise is to never have duplicate code in your program. It may sound obvious, why would anyone just copy and paste code? But code duplication is actually a surprisingly common programming problem."
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

New VRDC virtual reality conference will debut at GDC 2016  
by Staff [07.30.15]
Game Developers Conference officials are proud to debut a new standalone Virtual Reality Developers Conference (VRDC) that will take place March 14th and 15th in San Francisco alongside GDC 2016.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

GDC 2016 opens call for papers, welcomes new board member Amy Hennig  
by Staff [07.30.15]
Heads up game devs: GDC 2016 officials have opened the Call for Papers, running until August 27th, and added new advisory board member Amy Hennig.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

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


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


OUYA, Razer and the Free The Games Fund  
by Robert Fearon [07.29.15]
Thoughts on the OUYA/Razer deal and what it means for the Free The Games Fund in the wake of recent news.
Business/Marketing, Serious, Indie

Color in games: An in-depth look at one of game design's most useful tools 5
by Herman Tulleken [07.29.15]
In this article we look at color in games: its function, how technology has improved color display, and how our biology affect the perception of color.
Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

True meaning of the "Game as a service" 3
by Ilya Eremeyev [07.29.15]
Free-2-play games are known as a “games as a service”, but often that means only their monetization and operation model - regular updates and a continuous production throughout the entire product life. Well, it is not.
Business/Marketing, Design, Production, Serious, Social/Online

Fear and Change. How Making The Hard Decision Saved Rosvita 2
by Simon Ashbery [07.29.15]
Making games can take a hard toll on the ego. As creators we understandly get attached to our favourite mechanics, the things that make our project unique and interesting. But what happens when those mechanics have a detrimental effect on the project?
Design, Production, Console/PC, Serious, Indie

Discussing The Amiinsanity of the Toys to Life Market  
by Josh Bycer [07.28.15]
A certified Amiibo Addict shares his thoughts on why Nintendo has a massive winner on their hands and the issues of being a victim of its own success.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Vrse — Los Angeles, California, United States
[07.31.15]
Mobile Platform Developer


Vrse — Los Angeles, California, United States
[07.31.15]
Video Encder


Vrse — Los Angeles, California, United States
[07.31.15]
Unity Developer


Vrse — Los Angeles, California, United States
[07.31.15]
OpenGL Software Developer


Vrse — Los Angeles, California, United States
[07.31.15]
VP of Engineering


Galxyz Studios — Mountain View, California, United States
[07.30.15]
Sr. Game Developer
Senior Unity 3D programmer to help build an intergalactic science adventure!!

WB Games — San Francisco, California, United States
[07.30.15]
Senior Software Engineer


WB Games — San Francisco, California, United States
[07.30.15]
Sr. UX/UI Designer


Zindagi Games — Camarillo, California, United States
[07.30.15]
Technical Artist
Zindagi Games is looking for a TECHNICAL ARTIST!

Telltale Games — San Rafael, California, United States
[07.30.15]
Technical Artist (Rigging)
We are looking for a Technical Artist (Rigging) to join our award-winning team!