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November 23, 2014
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November 23, 2014
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Rebooting the world's first MMORPG: A Habitat story 2
by Chris Barylick [10.06.14]
Recently, the original creators of the world's first massively multiplayer online role-playing game got together with other game developers to bring a history to the present.
Design, Social/Online, History

Game Design Deep Dive: Amnesia's 'Sanity Meter' 15
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Design

The Blue Shell and its Discontents 40
by Ian Bogost [05.30.14]
As the latest Mario Kart hitting store shelves this week, author, professor and game developer Ian Bogost draws lessons from the franchise's most (in)famous item.
Design

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs 22
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Design, Postmortem, Production, Console/PC, Indie

'Roguelikes': Getting to the heart of the it-genre 17
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


Blog: Thoughts on Practice, the NYU game conference  
by Gamasutra Community [11.21.14]
Designer Keith Burgun attended this year's conference: "While each Practice conference has evolved somewhat from the last, I feel that the one thing that itís always had in common was this element of risk-taking."
Design, Console/PC, Indie, Smartphone/Tablet

Don't Miss: Is there life after World of Warcraft?  
by Neils Clark [11.21.14]
Are MMO populations 'tribal', and if so, what's the next tribal shift after World of Warcraft? In this 2007 feature, academics including Henry Jenkins and Edward Castronova discuss the future of online worlds.
Business/Marketing, Design, Console/PC, Social/Online

What survival game design means to the studio behind The Long Dark Exclusive 1
by Raphael van Lierop [11.21.14]
Raphael van Lierop, founder and director at Hinterland Games, discusses what survival game design means to his studio when designing The Long Dark.
Design, Console/PC, Indie, Exclusive


Toy Ninja VR Movement Paradigm  
by Jack Pritz [11.21.14]
In this post I discuss mapping player input into movement of a 3rd person avatar in virtual reality.
Design, Console/PC, VR

Secondary Steam Features for Developers  
by Ulyana Chernyak [11.21.14]
Steam's importance cannot be understated for game development and there are some features that developers are not aware of that they can leverage for their titles.
Business/Marketing, Design, Production, Console/PC

Quit the Grind: New Ways to "Level"  
by Zack Wood [11.21.14]
Any RPG fan knows the feeling when battle stops being fun and starts being work, when you're just grinding because you feel you have to. But it isn't necessary- just look at what some of the classic RPGs have done to keep "leveling up" fun!
Design, Production, Art, Console/PC, Serious, Indie

Alien: Isolation Technical Observations  
by Jack Pritz [11.21.14]
Technical Observations of Alien: Isolation.
Design, Programming, Console/PC, Serious

Analysing Gamification with the SAMR Model  
by Andrzej Marczewski [11.21.14]
SAMR is a great analytical model used by those in education to assess the impact of new technology. It seemed to me like it would be rather handy for gamification as well!
Design, Serious


Infinity Ward / Activision — Woodland Hills, California, United States
[11.22.14]
Lead Game Designer - Infinity Ward
We are currently seeking an experienced Lead Multiplayer Level Designer to work on our new FPS. Previous experience leading a highly talented team of multi-player focused designers while also providing a portfolio heavy on MP: FPS game and level design work is paramount. If you live for kick-ass MP gaming, can motivate a team, and have shipped AAA titles with awesome design aesthetics, then we are looking for you! Must provide examples of prior work including: design documentation, screenshots, level meshes, and/or playable samples of your best work (refer us to work in published games)

GREE International — Vancouver, British Columbia, Canada
[11.21.14]
Sr. Game Designer
Senior Game Designer - GREE Canada, Vancouver BC

Yoh — Vancouver, British Columbia, Canada
[11.21.14]
Vehicle / Weapons Artist


Yoh — Vancouver, British Columbia, Canada
[11.21.14]
Special FX Artist


Yoh — Vancouver, British Columbia, Canada
[11.21.14]
3D Environment Artist


Filament Games LLC — Madison, Wisconsin, United States
[11.21.14]
Game Designer


Bigpoint GmbH — Hamburg, Germany
[11.21.14]
Lead Game Designer (m/f) - Hamburg - 3344
Lead Game Designer (m/f) - Hamburg - 3344

DeNA — San Francisco, California, United States
[11.20.14]
UI Designer
DeNA is an innovative and fast-growing mobile social entertainment company. As a leader in global gaming, we have a big appetite for AWESOME talent! We are currently seeking a UI Designer. This position is based at our San Francisco studio, near AT&T Park.

Grover Gaming — Greenville, North Carolina, United States
[11.20.14]
3D Generalist / Artist


Cloud Imperium Games — Santa Monica, California, United States
[11.20.14]
Technical Designer