Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 3, 2014
arrowPress Releases
September 3, 2014
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:


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

GDC board members share advice for pitching a GDC 2015 talk  
by GDC Staff [08.21.14]
The GDC 2015 call for submissions closes next Thursday, August 28th, and to help you better prepare we've got some advice on pitching talks from a few members of the GDC advisory board.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

GDC GM Meggan Scavio calls for speaker diversity at GDC 2015 2
by GDC Staff [08.19.14]
Game Developers Conference general manager Meggan Scavio explains her plans to expand the diversity of the community interacting at the 28th annual GDC next March.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

Quick Kickstarter tips: Getting your video right 6
by Gamasutra Community [08.13.14]
"It’s loud, confusing, it shows snippets of the game, it doesn’t tell the story of WHY you’re putting it to the Kickstarter community! Welcome to yet another failed Kickstarter project."
Business/Marketing, Console/PC, Serious, Indie, Smartphone/Tablet

Don't monetize like League of Legends, consultant says Exclusive 32
by Leigh Alexander [08.11.14]
By many metrics, League of Legends is the most-played game in the world. But its monetization system probably won't work for your online game -- consultant Teut Weidemann explains the stats.
Business/Marketing, Design, Programming, Console/PC, Serious, Indie, Social/Online, Exclusive, GDC Europe

2 costly legal mistakes when working with contractors 2
by Gamasutra Community [08.11.14]
Attorney Zachary Strebeck on "deadly mistakes that crop up in licensing or independent contractor agreements" that you absolutely should avoid.
Business/Marketing, 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


Just Your Average Gamer  
by Juliette Dupre [09.02.14]
What is the experience of one rather unfamous female in the industry? And what does a rather average female gamer think of the prevailing depiction of female characters in games over many years?
Design, Programming, Production, Art, Console/PC, Serious, Social/Online, Smartphone/Tablet

Level design "dramas", or: "what does Super Mario Bros. 3 level 4-6 have in common with and Half Life 2 episode 2?"  
by Hamish Todd [09.01.14]
Memorable experiences are not just about "good things happenning" and "bad things happenning"; they are about complex feelings, "dramas". Dramas are what this article will look at: one from Super Mario Bros. 3, and one from Half Life 2 Episode 2.
Design, Production, Console/PC, Serious, Indie, Smartphone/Tablet

On Internet Wars: Managing Conflict as a Developer in the Gaming Community  
by Mona Ibrahim [09.01.14]
This article is designed to help developers get a grip on the online conflicts that seem rampant in our industry. It includes reasons why you should not be shamed out of censoring, and ways to address your fans and followers without fanning flames
Business/Marketing, Serious, Indie, Social/Online

The Sound and Music of Proteus - An Academic Case Study  
by Philip Morton [08.29.14]
How does audio enhance the immersive experience of an interactive game? This is a case study taken from a recent academic paper for The Glasgow School of Art's Masters Programme in Sound for the Moving Image.
Audio, Serious, Indie

Gamers are dead... Really? 2
by Marc-Andre Jutras [08.28.14]
A reaction to a chain of blogs and news claiming "gamers" as a whole are now dead and irrelevant.
Serious


Piranha Games Inc — Vancouver, British Columbia, Canada
[09.03.14]
Lead Artist


Piranha Games Inc — Vancouver, British Columbia, Canada
[09.03.14]
Online Software Engineer


Piranha Games Inc — Vancouver, British Columbia, Canada
[09.03.14]
Systems Engineer


Sony DADC — Culver City, California, United States
[09.02.14]
Software Engineer – App and Game Development


Cloud Imperium Games — Santa Monica, California, United States
[09.02.14]
Gameplay Programmer
Gameplay Programmer

Big Fish Games — Seattle, Washington, United States
[09.02.14]
Engineering Manager- Studios


Cloud Imperium Games — Santa Monica, California, United States
[09.02.14]
3D Artist
Cloud Imperium Games is seeking skilled 3D Artists to work in our Santa Monica studio on our exciting PC space combat sim, Star Citizen!

DoubleDown Interactive — Seattle, Washington, United States
[09.02.14]
Principal Game Designer
Principal Game Designer

Big Fish Games — Seattle, Washington, United States
[09.02.14]
Senior Game Developer


DoubleDown Interactive — Seattle, Washington, United States
[09.02.14]
Senior Product Manager
Senior Product Manager