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April 17, 2014
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Designing for empathy, with Papo & Yo dev Minority Media Exclusive 1
by Kris Graft [04.17.14]
For Vander Caballero, designer at Papo & Yo developer Minority Media, his style of games may need a label in order order to thrive.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

But is it hot? Design challenges for sex in games Exclusive 28
by Leigh Alexander [04.14.14]
A panel at Different Games convened designers working on expressing intimacy, sexuality and diversity in games to talk about ways to confront common design challenges, and evolve the role sex plays in games.
Design, Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Blog: Crunch - It's all your fault 19
by Gamasutra Community [04.14.14]
Crunch is less a word and more of an institution. We crunch because it is the personification of what we've been told our entire lives; if we work hard enough, anything is possible.
Business/Marketing, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

CCP cans World of Darkness MMO after eight years of development 17
by Kris Graft [04.14.14]
EVE Online developer CCP said today it is canceling its long in development MMO World of Darkness, and laying off dozens of staff.
Business/Marketing, Social/Online

Let there be shadow: Programming vertex shaders in Unity  
by Gamasutra Community [04.17.14]
Want your own vertex/fragment shader shadows in Unity? "Luckily, Unity provides you the means to get this working! The catch? Documentation on this is lacking or even non-existent."
Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

NEA awards grants to Games for Change and other game-related nonprofits  
by Alex Wawro [04.16.14]
A number of game industry organizations will be receiving financial grants from the National Endowment for the Arts this spring, including Games for Change and a number of educational programs.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Blog: Organizing yourself when overwhelmed  
by Gamasutra Community [04.16.14]
"I'm not writing this to give you a fail-safe solution. I don't even have a solution. I'm just going to argue a bit how first trying to organize yourself can help your efficiency through the day."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

GDC Europe 2014 opens registration, continues call for papers  
by GDC Staff [04.16.14]
You can now register early at a discounted rate to attend this year's GDC Europe, which will be held in Cologne, Germany August 11-13. Also, you still have time to submit talk proposals for the show.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC Europe


Diversity, communication, and Animal Crossing: New Leaf 1
by Christian Nutt [04.02.14]
Aya Kyogoku, co-director, and Katsuya Eguchi, producer, sit down and discuss the development of Animal Crossing: New Leaf, and how fostering a diverse, communicative team leads to the best results.
Design, Production, Console/PC, Social/Online

What's next for Puzzle & Dragons and GungHo? 13
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) 90
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

With the luster of social games gone, what now? 47
by Leigh Alexander [11.04.13]
Up until a few years ago, the potential of social network games seemed limitless. Now that reality has sunk in, game designers who were once proponents of social games acknowledge that the space may never live up to its potential.
Business/Marketing, Design, Social/Online

When players buy your game before it's done: Expert tips on alpha funding 4
by Mike Rose [07.30.13]
Interested in alpha funding? Find out what you need to know first -- from Dean Hall (DayZ), Chris Simpson (Project Zomboid), and of course Markus "Notch" Persson (Minecraft), among others.
Business/Marketing, Production, Console/PC, Indie, Social/Online, Crowdfunding, Alternative Funding


How to prepare isometric assets for your games  
by Junxue Li [04.17.14]
This article is about the planning and art production of isometric assets.It starts from the project definition and planning, covers tips in 3D render setup and 2D post production.
Design, Production, Art, Console/PC, Social/Online, Smartphone/Tablet

Improving Freemium Design - Cardinal Quest II  
by Benjamin Sipe [04.17.14]
I love RPGs, I love mobile gaming and I love F2P games. Do I love Cardinal Quest 2? Let's take a look at what works and what doesn't in this edition of Improving Freemium Design.
Social/Online, Smartphone/Tablet

Let there be shadow!  
by Joey Fladderak [04.16.14]
In this post I will explain how you can get shadows in your own custom vertex/fragment shader in Unity3D.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Power of encouragement  
by Anton Temba [04.16.14]
Find out about the most influential tool a game designer wields: The Power of Encouragement. Detailed explanation of what it is, how to use it, as well as a look the at potential risks and opportunities involved with using this power.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online

Why you need a copyright registration before you do a DMCA takedown  
by Zachary Strebeck [04.16.14]
California copyright lawyer Zachary Strebeck examines the reasons for registering a copyright and why it may be necessary if you plan to file a DMCA takedown notice.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Crytek — Shanghai, China
[04.17.14]
Mobile Programmer
Game programmer (Mobile)

2K — Novato, California, United States
[04.16.14]
Web Producer


Linden Lab — San Francisco, California, United States
[04.16.14]
Sr. Front-end Web Developer
Create performance-optimized, highly interactive web interfaces.

Linden Lab — San Francisco, California, United States
[04.16.14]
Sr. Software Engineer, Back-end
Be the go-to person for the Python backend of our iOS app, Blocksworld!

Linden Lab — San Francisco, California, United States
[04.16.14]
Lead Engineer
Lead Engineer needed to lead a group of Engineers working on our iOS game, Blocksworld!

Turbine Inc. — Needham, Massachusetts, United States
[04.16.14]
VP, Operations
Turbine is looking for a VP of Operations to lead our operations team.

Blizzard Entertainment — Irvine, California, United States
[04.15.14]
Cinematics - Lead Animator, In-Game Cinematics
Blizzard Entertainment is looking for a talented lead animator to assist our Cinematics team in creating the next generation of in-game animated films. The in-game pipeline uses assets from the game team and the final renders are made using the game team's rendering engine. The in-game animation team works at a fast pace and is responsible for a large portion of story driven content. The lead animator will manage a team of animators, spearheading project planning and ensuring our artistic quality while staying on schedule. This person should will have top-notch animation skills and be is able to translate the director’s vision into actionable feedback for the team.

Blizzard Entertainment — Irvine, California, United States
[04.15.14]
Cinematics - Lead Animator, Pre-Rendered Cinematics
Blizzard Entertainment is looking for a talented lead animator to assist our Cinematics team in creating the next generation of pre-rendered animated films. The lead animator will manage a team of animators, spearheading project planning and ensuring our artistic quality while staying on schedule. This person will have top-notch animation skills and is able to translate the director’s vision into actionable feedback for the team.

Blizzard Entertainment — Irvine, California, United States
[04.15.14]
Cinematics - Senior 3D Artist (Temp)
Blizzard Entertainment is looking for a well-rounded, highly adaptable contract senior 3D artist to work with its in-game cinematics team. The senior artist must have the skills to work with very little supervision, is able to make solid decisions with regards to asset creation, and document processes in an efficient and easily understood format. This person will be responsible for maintaining a superior eye with regards to shading, color, as well as, the level of detail on any given asset, does not over or under model an asset, and is able to make decisions that do not break the pipeline or create unnecessary work for other departments. Additionally, this individual is able to lead or direct junior artists in the creation of larger team based assets. The ideal candidate is self-motivated and continuously seeks to improve their skills and abilities with regards to 3D asset creation.

Blizzard Entertainment — Irvine, California, United States
[04.15.14]
Cinematics - Senior Character Modeler (Temp)
Blizzard Entertainment is looking for an exceptionally skilled character modeling artist for its Cinematics department. Candidates should have extensive experience working with modeling / sculpting tools to achieve photorealistic characters. The candidate must be organized and creative, with the ability to solve problems efficiently.