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November 1, 2014
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November 1, 2014
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Rebooting the world's first MMORPG: A Habitat story 1
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 16
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 are your favorite horror games, and why?' 1
by Christian Nutt [10.31.14]
For our Halloween question, we asked developers to share their favorites in the horror genre. But since it's a dev question, we wanted a little more than that...
Design, Console/PC, Indie

Classic Video Postmortem: Alone in the Dark 5
by Staff [10.31.14]
Preceding games like Resident Evil and Silent Hill, Infogrames' Alone in the Dark proved to be a landmark for the survival horror genre, and now series creator Frederick Raynal explores how the classic title came to be.
Design, Console/PC

Don't Miss: A study of how horror games affect their players  
by Joel Windels [10.31.14]
Usability studio Vertical Slice measures player reactions to four horror games to find out which is "scariest," how casual and core players react, and whether they get scared in the same way.
Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet


The Narrative Engine Driving Ice-Bound: A Novel of Reconfiguration  
by Jacob Garbe [10.31.14]
Learn about the innovative narrative engine driving Ice-Bound, an indie game that interacts with a physical book using augmented reality. Also, some details on how the devs tackled the thorny problem of combinatorial content authoring.
Design, Programming, Console/PC, Indie, Smartphone/Tablet

Interview with the Developer: The Halloween Mod Chronicles  
by Erik Waananen [10.31.14]
In 2002, the world was (trick-or-)treated to a Halloween themed Half-Life mod. 12 years later, a game design student (and fan of the original game) sits down with the mod's creator to reminisce about this Halloween cult classic.
Design, Production, Console/PC, Indie

Cleaning up the E-Sports Market  
by Ulyana Chernyak [10.31.14]
Toxic communities have sadly been a part of E-Sports and the competitive crowd for some time. But in recent years there have been developers trying to improve matters and today's post looks at this trend and why it is happening.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Character Design in the Sanctum Series  
by Armin Ibrisagic [10.31.14]
Coffee Stain Studios' Armin Ibrisagic talks about their efforts taken during Sanctum 1 and Sanctum 2 to design diverse playable characters that differ from the industry norms.
Design, Production, Console/PC, Indie

GDC Next - our lecture recommendations for press.  
by Simon Carless [10.30.14]
Ahead of our GDC Next show in Los Angeles next week, our press liaison firm FortySeven Communications has again worked with us to put together a list of some of the most interesting lectures at the show.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Rensselaer Polytechnic Institute — Troy, New York, United States
[10.31.14]
Assistant Professor in Music and Media


The College of New Jersey — Ewing, New Jersey, United States
[10.31.14]
Assistant Professor - Interactive Multi Media - Tenure Track


Next Games — Helsinki, Finland
[10.31.14]
Senior Level Designer


Magic Leap, Inc. — Wellington, New Zealand
[10.30.14]
Level Designer


Grover Gaming — Greenville, North Carolina, United States
[10.30.14]
3D Generalist / Artist


Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[10.30.14]
Lead System Designer


DeNA Studios Canada — Vancouver, British Columbia, Canada
[10.29.14]
Analytical Game Designer


Blizzard Entertainment — Irvine, California, United States
[10.29.14]
Senior User Experience Designer, Irvine
We are looking for kickass user experience (UX) designers who are oozing with curiosity but can still fit their head in the door. You will be creating and supporting solutions for Blizzard.com, Battle.net, and our new Battle.net desktop app, which includes everything from e-commerce, to account sign-up and management, to community, to supporting our games. Although we move fast sometimes, we believe in quality and strive to create solid strategies based in user-center design principles. We are not an execution-only team stuck in a large organization, therefore this opportunity will favor designers who can take ownership, think globally, and foster an entrepreneurial spirit in support of our users. As a senior UX designer, you will be directly involved in setting the product strategy and vision, which means the ability to present ideas and educate others is just as important as your wireframes.

Blizzard Entertainment — Irvine, California, United States
[10.29.14]
Senior User Experience Designer, San Francisco
We are looking for one senior user experience (UX) designers who are oozing with curiosity but can still fit their head in the door for our San Francisco (SF) office. We believe in teamwork and having fun so don’t expect to be a one-man wolf pack. If selected, you will create and support solutions for our gamers through our Heroes of the Storm’s website, Hearthstone’s website, and our Battle.net mobile apps. As the main point of contact for UX in our SF office, this opportunity will favor someone who can build relationships in both our SF office and our Irvine headquarters.

Avalanche Studios — New York, New York, United States
[10.29.14]
UI Artist/Designer