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June 18, 2013
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Bogost: Let's make 'earnest' games, not 'serious games' Exclusive 5
by Leigh Alexander [06.17.13]
Most "serious games" exist for some other purpose than to be played, says scholar and designer Ian Bogost, suggesting at 2013's Games for Change that earnestness, not seriousness, is what's needed.
Design, Programming, Art, Console/PC, Serious, Social/Online, Exclusive

From the Editor: Leaving E3 with a sense of hope, optimism 20
by Kris Graft [06.17.13]
Gamasutra editor-in-chief Kris Graft isn't as down on this year's E3 as he was last year's. Here are thoughts on cynicism, development talent and letting go.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, E3

Discussing Data Dealer, a game about online privacy 1
by Gamasutra Community [06.17.13]
Games For Change award nominee Data Dealer is designed to help players understand the risks to their privacy online -- and this Q&A from the conference reveals more about its development.
Design, Serious, Indie

E3 Podcast #2: DRM, Nintendo, and Oculus Rift Exclusive 6
by Staff [06.12.13]
Kris Graft, Patrick Miller, and Christian Nutt from Gamasutra and Game Developer comment on the first day of E3. We encountered Pokemon, DRM, and VR...
Audio, Podcast, Exclusive, E3, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Video

MIT's Einsteinian game engine goes open source 1
by Kris Ligman [05.30.13]
MIT Game Lab's OpenRelativity engine, designed to educate players on Einstein's special relativity through the title A Slower Speed of Light, has gone open source for developers.
Programming, Production, Serious, Student/Education

Gamasutra got a facelift. Here's a note from the editor-in-chief 22
by Kris Graft [05.30.13]
We made some changes to our front page layout that we hope will help you find the most relevant stories of the day. Editor-in-chief Kris Graft offers a rundown.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

Final reminder: GDC Next, ADC talk submissions due Wednesday  
by GDC Staff [05.28.13]
The deadline for talk submissions for the future-focused GDC Next show in L.A. is on May 29th - organizers also taking submissions for co-located, non-game focused App Developers Conference.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Art Works webinar coming up on May 30th  
by Kris Ligman [05.23.13]
A new webinar from the National Endowment for the Arts will be held later this month for prospective applicants of 2013's Art Works grant.
Production, Serious, Indie


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


Real World Digital Forensic Adventure: A New Game Genre  
by Rui Curado [06.17.13]
Are you a fan of the CSI or NCIS TV series? Imagine yourself working as a real digital forensic investigator, performing real-world investigation at home. Yes, for real. But how can you get that realistic experience with a computer game?
Design, Serious

Cheating and Gaming the System 1
by Mario Herger [06.15.13]
What's the psychology behind cheating and dishonesty, and what are the factors that can reduce or increase dishonest behavior?
Business/Marketing, Design, Serious, Social/Online

The Stanley Parable Dev Showcase: Secrets  
by Davey Wreden [06.14.13]
The Stanley Parable Helpful Development Showcase is an extremely insightful and informative look into what it takes to make a video game. This week: Secrets!!
Design, Serious

HTML5 for Game Studios 2
by Austin Hallock [06.14.13]
HTML5 still isn't being widely adopted by larger game studios...my argument is it should be.
Business/Marketing, Production, Serious, Social/Online, Smartphone/Tablet

iOS 7's auto-updates and app transfers will be the next major customer acquisition source  
by Ben Lowry [06.13.13]
With iOS 7 Apple is introducing two new features that will build a new market in customer acquisition.
Business/Marketing, Design, Production, Serious, Indie, Social/Online, Smartphone/Tablet


RealTime Immersive, Inc. — Orlando, FL, USA
[06.14.13]
Animation Software Engineer
RealTime Immersive is currently seeking a talented and experienced Animation Software Engineer to join our team. We’re looking for a hard-working, passionate teammate who loves the idea of working together with a group of highly-driven, award-winning professionals. The team member will work within, and extend, the existing CryENGINE animation framework to provide software features and game functionality for programs and is responsible for running live motion capture sessions.
Programmer / Engineer, Serious Games

Havok — San Francisco, CA, USA
[06.14.13]
Havok- 3D Software Engineers (Relocate to Europe)
Have you ever thought about working in Europe? Havok are looking for software engineers to work our headquarters in Ireland. Havok provide full and generous relocation packages and support for you and your family to relocate. Havok engineering has been at the cutting edge of innovation in game development for over a decade. We work cross platform, mainly on AAA titles, with top clients. We have a unique environment made up of talented, small, stable teams.
Programmer / Engineer, Console / PC Games, Serious Games

Cyber Griffin, Inc. — East Greenbush, NY, USA
[06.14.13]
Art Director

Art / Animation, Game / Level Designer / Creative Director, Serious Games


RealTime Immersive, Inc. — Orlando, FL, USA
[06.12.13]
Tools Programmer
RealTime Immersive is currently seeking a talented and experienced Tools Programmer to join our team. We’re looking for a hard-working, passionate teammate who loves the idea of working together with a group of highly-driven, award-winning professionals.
Programmer / Engineer, Serious Games

Alion Science and Technology — Norfolk, VA, USA
[06.11.13]
Technical Artist
Stop dreaming! 40 hour weeks, meaningful work, and small teams could be your reality, if you’re a technical artist who can both draw the art and implement the code. Embrace the uniqueness of your role and use your talents to change the world as part of our Norfolk, VA team. Help us build training games to improve healthcare and the military and learn what goes into an award-winning training game as part of an organization with over thirty years of leadership in Modeling and Simulation (M&S).
Art / Animation, Programmer / Engineer, Serious Games