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October 25, 2014
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October 25, 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


Game jam postmortem: Suddenly, Thousands  
by Gamasutra Community [10.24.14]
"Honestly, I'm really satisfied with Suddenly, Thousands for the time I spent on it. However, I had a few easily avoidable slip-ups that I need to be careful next time I attend events like these."
Design, Production, Art, Console/PC, Indie

New social issue games tackle education, big pharma Exclusive 24
by Leigh Alexander [10.24.14]
Subaltern Games' No Pineapple Left Behind and Twice Circled's Big Pharma are two new games that represent a humorous, provocative approach to social issues.
Design, Programming, Console/PC, Serious, Indie, Exclusive

Don't Miss: Gamasutra's Talking Devs podcast on Shadow of Mordor 3
by Mike Rose [10.23.14]
Gamasutra's Mike Rose grabs two British developers -- Thomas Was Alone and Volume creator Mike Bithell, plus Gun Monkeys and Privates dev Dan Marshall -- to talk about Middle-Earth: Shadow of Mordor.
Design, Console/PC, Indie


Frozen Synapse Prime - Our recreation, and some of the challenges  
by Mark South [10.24.14]
On some of the challenges we faced reimagining Mode7's Frozen Synapse including; the business realities, design challenges (Gareth Wright - Design Manager) and our graphical overhaul (Rob Ware - Technical Director)
Business/Marketing, Design, Programming, Console/PC, Indie

#GamerGate 13
by Frank Lantz [10.24.14]
Speaking out against GamerGate.
Design

Digital Games & More: Playing at Playpublik  
by Zack Wood [10.24.14]
Recap of Playpublik 2014 in Krakow, Poland- a new kind of games festival.
Design, Indie

On the Thought of Flow Theory  
by Rizky Winanda [10.24.14]
Through this article, I try to describe what pattern of challenge that game should create. By providing expectation, doubt, reality, and relief, I believe game could create maximum engagement as stated in flow theory.
Design

Inside the Indie Art Process of Archmage Rises  
by Thomas Henshell [10.23.14]
Thomas Henshell and Rogier van de Beek dive deep into how they make the artwork being produced for Thomas upcoming 2D RPG Archmage Rises.
Business/Marketing, Design, Art, Console/PC, Indie


Digital Extremes — LONDON, Ontario, Canada
[10.24.14]
UI ARTIST/DESIGNER


University of Central Florida, School of Visual Arts and Design — Orlando, Florida, United States
[10.24.14]
Assistant Professor in Digital Media (Game Design)


The College of New Jersey — Ewing, New Jersey, United States
[10.24.14]
Assistant Professor - Interactive Multi Media - Tenure Track


Bohemia Interactive Simulations — Prague, Czech Republic
[10.24.14]
Game Designer


Next Games — Helsinki, Finland
[10.24.14]
Senior Level Designer


Magic Leap, Inc. — Wellington, New Zealand
[10.23.14]
Level Designer


DeNA Studios Canada — Vancouver, British Columbia, Canada
[10.22.14]
Analytical Game Designer


Avalanche Studios — New York, New York, United States
[10.22.14]
UI Artist/Designer


Bohemia Interactive Simulations — ORLANDO, Florida, United States
[10.22.14]
Game Designer


DoubleDown Interactive — Seattle, Washington, United States
[10.21.14]
Game Designer
DoubleDown Interactive is a social and mobile game company located in Seattle, WA. Known for our fun and collaborative culture, we’re a group of talented software engineers, game designers, artists, producers, marketers, analytical experts, and moreWe are expanding and looking for a creative and technically savvy Slot Game Designer to join our emerging team. In this position you will utilize math and probability techniques in conjunction with basic design tenets to create fun and exciting new math models that will provide hours of compelling gameplay for players.