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November 25, 2015
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November 25, 2015
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Blog: In defense of personal projects 20
by Gamasutra Community [11.24.15]
"When you work on a personal project in your free time, it gives you energy and ideas. And the thing is, you take that energy and everything you learn in the process back to your full-time job..."
Business/Marketing, Console/PC, Smartphone/Tablet

Get inside the minds of Tom Clancy's The Division NPCs at GDC 2016  
by Staff [11.24.15]
GDC officials highlight a fresh pair of great GDC 2016 talks from the designers of Tom Clancy's The Division and a potent advocate for accessibility in game design.
Design, Programming, Console/PC, Smartphone/Tablet, GDC

New data highlights gender split for mobile game genres  
by Chris Kerr [11.23.15]
New data picked up by TouchArcade shows that men and women have very different video game habits on mobile.
Business/Marketing, Smartphone/Tablet

An easy trick for making loot drops more engaging 9
by Gamasutra Community [11.23.15]
"Random was too random. It was time to introduce some logic to the loot table. Of course, if every drop is Health exactly when you need it, the game becomes predictable. Thatís not fun either."
Design, Console/PC, Indie, Smartphone/Tablet

How to cross-sell items in your game  
by Gamasutra Community [11.23.15]
"It could be interesting to learn if certain items are consistently purchased together. This data can be used for cross-selling and up selling, for promotions and for identifying customer segments."
Business/Marketing, Smartphone/Tablet

Blog: What engine do you use? 3
by Gamasutra Community [11.25.15]
"In game development, we are the beautiful well-respected people who look good doing what we do, and inspire aspiring developers to invest in the same brands."
Business/Marketing, Production, Console/PC, Indie, Smartphone/Tablet

Don't miss: Psychology is fun 30
by Neils Clark [11.25.15]
In this thought-provoking piece, researcher and author Clark takes a look at how psychology and can must be applied to game development, to produce works that engage audiences -- offering up concrete examples.
Design, Console/PC, Smartphone/Tablet

The psychology of the 'near-win' 2
by Gamasutra Community [11.25.15]
"The near-win is a concept used in gamification to create emotion and motivate people into repeating a behavior. It is often used in black-hat gamification to manipulate others."
Business/Marketing, Design, Smartphone/Tablet

Game Accessibility and Impacting Game Design  
by Josh Bycer [11.25.15]
Today's post touches on the concept of game accessibility, and some of the factors you need to think about in terms of consumers with impairments playing your game.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Must-have Unity plugins Ė Part 2  
by Sťbastien Dubois [11.25.15]
Hereís part 2 of my must-have Unity3D plugins series. Once again, Iíll share some plugins Iím using on my game projects and that I recommend you.
Programming, Production, Smartphone/Tablet

What engine do you use? 3
by Martin Annander [11.24.15]
Game developers must understand the value they generate, and learn to benefit from it.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Minimizing the Pain of Lockstep Multiplayer  
by Daniel Collier [11.24.15]
Any programmer who has ever grafted multiplayer functionality onto a single player game will tell tales of just how difficult the process can be. For Rapture, the process went relatively smoothly because we planned ahead for lockstep multiplayer.
Programming, Serious, Indie, Smartphone/Tablet

UX Comparison : Clash of Clans Vs Rival Kingdoms  
by Om Tandon [11.24.15]
Detailed comparison of how new genre RTS games like Rival kingdoms are attempting to innovate & improve over ageing counterparts like CoC, to refresh & build next generation of mobile gaming experiences.
Business/Marketing, Design, Production, Serious, Social/Online, Smartphone/Tablet

Big Fish Games — Seattle, Washington, United States
UI Artist, Mobile Games

Vicarious Visions / Activision — Albany, New York, United States
C#/Tools Engineer-Vicarious Visions
See job description.

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

Next Games — Helsinki, Finland
Senior Game Designer

Vicarious Visions / Activision — Albany, New York, United States
VV-Cinematic Animator-Temporary
See job description.

Google — Mountain View, California, United States
Graphics Engineer

Particle City — Los Angeles, California, United States
Senior 3D Game Engineer
Do you think mobile game experiences can rival the immersive, high-production value experiences of desktop and console games? We think so too, and if you’ve got the skills and expertise to push mobile devices to their limits, we’ve got the job for you!

Vicarious Visions / Activision — Albany, New York, United States
Online Multiplayer Gameplay Engineer
See job description.

WB Games — San Francisco, California, United States
Sr. Software Engineer

Cignition — Palo Alto, California, United States
Gameplay Programmer
We are looking for an innovative gameplay programmer to join our team. Cignition is a growing startup, passionate about blending gameplay and pedagogy to create immersive learning experiences. As a member of our team, you will wear many hats and be required to prototype, develop core features, and optimize for target platforms. You will have the opportunity to collaborate with designers, artists, other developers, teachers, scientists, and subject-matter experts to help define the vision for our products. This is a great opportunity to get in on the ground floor of a company developing an innovative new approach to interactive learning.