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How to use Photoshop Layer Styles: An advanced guide for game illustrators 1
by Gamasutra Community [05.22.15]
"If you're like many Photoshop users, you might not use Layer Styles much. Or maybe you think that they're only good for cheesy bevel and drop shadow effects. Actually, Layer Styles can be very powerful."
Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Point-and-click in the age of touch: Interface design for adventure games  
by Gamasutra Community [05.22.15]
"Create something new nobody has seen before that ultimately fits your game! Seriously! I'd like to encourage that! There should be more adventure games with innovative and new interfaces."
Design, Console/PC, Indie, Smartphone/Tablet

Starting up a game business: Contemplating processes  
by Gamasutra Community [05.22.15]
A blog about "the dangers of processes, what is important to consider about them and how to avoid pitfalls when using any given methodology."
Production, Smartphone/Tablet

Armor for dummies, and/or game developers 37
by Gamasutra Community [05.21.15]
A crash course in realistic armor design, since "some game character designers, not having to deal with physical items or the dangers of real battle, don't quite grasp some of the basics of functional armor design."
Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Making a VR game ASAP: Galaxy Grapple, a Gear VR jam postmortem  
by Gamasutra Community [05.21.15]
Quick iterations and gameplay experimentation: A look back at the dev process for a VR game developed under tight constraints for a competition.
Design, Production, Console/PC, Indie, Smartphone/Tablet

Come to GDC Europe for tips on soft-launching your next mobile game  
by Staff [05.21.15]
GDC Europe 2015 is months away, and conference organizers are highlighting two can't-miss sessions on the process of soft-launching your iOS game and the trick to coding adaptive clothing systems for open-world games.
Business/Marketing, Design, Console/PC, Smartphone/Tablet, GDC Europe

Don't Miss: 'Roguelikes' - Getting to the heart of the it-genre 22
by Christian Nutt [05.20.15]
Over the last few years, the roguelike has become the it-genre in games. In this classic 2014 feature, Gamasutra spoke to developers at Klei, Spry Fox and more to get to the heart of its appeal.
Design, Art, Console/PC, Indie, Smartphone/Tablet

The Room dev challenges the taboo of open world VR 1
by Alex Wawro [05.19.15]
Fireproof co-founder Barry Meade discusses how a studio best known for making mobile puzzle games that take place in a single room came to create a high-flying "spy with a sweet jetpack" VR game.
Design, Smartphone/Tablet, Video


Best of 2014: Gamasutra's Top Games of the Year 10
by Christian Nutt, Brandon Sheffield, Kris Graft, Alex Wawro, Leigh Alexander, Phill Cameron [12.22.14]
Making a definitive "best of" is impossible, thanks to the diversity of games out there. But Gamasutra's small staff, naturally, played a whole lot of games this year, and we all have strong opinions about the ones we loved.
Design, Console/PC, Smartphone/Tablet, Mobile Games

Sponsored: 'Sweat, Swearing and Tears' - A new documentary series on indie game developers 8
by Jocelyn Moffatt [07.07.14]
Patrick Haynes, Founder and Executive Producer at Fatbelly Productions, speaks about his experience working with Barking Mouse Studio and Autodesk on a new indie game-focused documentary series.
Console/PC, Indie, Sponsored Feature, Smartphone/Tablet, Mobile Games

'Roguelikes': Getting to the heart of the it-genre 22
by Christian Nutt [05.21.14]
Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
Business/Marketing, Design, Interview, Console/PC, Smartphone/Tablet

What's next for Puzzle & Dragons and GungHo? 16
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet, Mobile Games

Ethical Free-to-Play Game Design (And Why it Matters) 110
by Greg Costikyan [01.10.14]
Ex-Playdom senior designer and game industry veteran Greg Costikyan takes a hard look at free-to-play design and business practices and urges the industry to change them -- as ethical design will increase long-term value.
Business/Marketing, Design, Social/Online, Smartphone/Tablet


How Can You Create an Attention Grabbing App Icon?  
by Puneet Yamparala [05.21.15]
This post emphasizes on how to create wonderful and attractive app icons that can attract more number of users.
Business/Marketing, Smartphone/Tablet

How to use Photoshop Layer Styles like a Boss - Advanced guide for game illustrators 1
by Dave Bleja [05.21.15]
Photoshop Layer Styles are very powerful and surprisingly versatile, and I use them for almost all of Spryke's graphics. In this guide, I go through various Layer Style tips & tricks, including Pseudo Color Overlays, internal Adjustment Layers and more.
Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Mobile Games & Apps Naming  
by Kseniia Kovtun [05.21.15]
How to come up with an idea of your game's future name? When it's time to think about naming and ASO? What's the "three words magic" everyone is talking about?
Business/Marketing, Smartphone/Tablet

Design 101: Complexity vs. Depth 2
by Dan Felder [05.21.15]
It's one of the most controversial topics in game design, and it's all a big misunderstanding.
Design, Console/PC, Indie, Smartphone/Tablet

We need a story! - Writing 'Salvaged'  
by Daniel Dowsing [05.21.15]
An analysis of designing Salvaged's narrative mid-way through production, of how narrative defines a game experience and the value of creative restrictions.
Design, Production, Console/PC, Indie, Smartphone/Tablet


DropForge Games — Bellevue, Washington, United States
[05.21.15]
Senior Product Manager


DropForge Games — Bellevue, Washington, United States
[05.21.15]
Lead Game Designer


Sega Networks Inc. — San Francisco, California, United States
[05.21.15]
Embedded QA Manager


Sega Networks Inc. — Philadelphia, Pennsylvania, United States
[05.21.15]
Game Systems Designer


WB Games — San Francisco, California, United States
[05.21.15]
Software Engineer, Platform


Zindagi_Games — Camarillo, California, United States
[05.21.15]
Producer
Zindagi Games is looking for Producers!

Imangi Studios — Raleigh, North Carolina, United States
[05.21.15]
Senior Game Developer
Senior Game Developer - As a core part of the Imangi Studios development team, you will be working with other developers and artists to bring new features, environments, and gameplay elements to existing and new games. This role is responsible for all aspects of building games including tools, gameplay, rendering, character control/animations, effects, management, and optimizations. In addition, senior game developers are expected to manage, mentor, and help train junior game developers. BS degree in Computer Science or equivalent is required. Must be proficient in C# and/or C++, and have extensive game development experience. Unity experience a plus.

Hidden Variable Studios — Los Angeles, California, United States
[05.20.15]
Programmer
Come join Hidden Variable Studios – a small, experienced team of indie developers based in Los Angeles, CA. With three titles and over 15 million downloads to our name, we’re seeking a wildly talented programmer who is in it for the long haul and wants to put their creativity, love of technology and passion to use. Help us turn something incredible into a reality.

2K Las Vegas — Las Vegas, Nevada, United States
[05.20.15]
QA Tester - Temp


Turbine Inc. — Needham, Massachusetts, United States
[05.20.15]
Senior Mobile Software Engineer
Senior Mobile Software Engineer