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November 27, 2014
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November 27, 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


Get ready for another Train Jam game jam in 2015  
by Alex Wawro [11.26.14]
Tickets for the second annual Train Jam, which will once again take place across 52 hours on a train from Chicago to San Francisco in advance of GDC 2015, are expected to go on sale today.
Design, Indie

Fight toxic online behavior with insight from Riot at GDC 2015  
by Staff [11.26.14]
Riot's social systems expert Dr. Jeffrey Lin returns to GDC 2015 in March to share data that will help you meet the challenge of designing your games to inhibit toxic online player behavior.
Design, Console/PC, GDC

Positively horrifying 2
by Gamasutra Community [11.26.14]
"The horror fan wants blood because the horror fan is bleeding. The horror fan wants Isolation because the horror fan only knows isolation."
Design, Console/PC


The Flow of Grind in Destiny 2
by Andreas Ahlborn [11.26.14]
How I learned to stop worrying and love the Metagame in Bungies 500M$-Shlooter.
Design, Console/PC

Migi Osu: Postmortem  
by Alex Rose [11.26.14]
An overview of the creation of Migi Osu, a game made for Indies Vs PewDiePie in one weekend at Insomnia53 festival by a group of exhibitors.
Design, Production, Console/PC, Indie

Giant Norse Elementals & The 80/20 Rule  
by William Dube [11.26.14]
Why execution matters in game development: the importance of tiny insignificant details.
Design, Production, Console/PC, Indie

The Perception of Characters and their Impact on Narrative  
by Josh Bycer [11.25.14]
The main character in any video game can impact how the title is perceived by the gamer and for today's post, we're going to look at some common archetypes for game writing and what they do to the perception of the story.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Translating the Bartle Test to the F2P Market  
by Ulyana Chernyak [11.25.14]
Today's post takes the Bartle Test which was used to describe MMO player mindsets and see if it can be translated to the F2P/Social market.
Business/Marketing, Design, Production, Social/Online, Smartphone/Tablet


Filament Games LLC — Madison, Wisconsin, United States
[11.26.14]
Visual / Interaction Designer


Gameloft New Orleans — New Orleans, Louisiana, United States
[11.26.14]
Game Economy Designer


Aechelon Technology, Inc. — San Francisco, California, United States
[11.26.14]
Geospatial Engineer


Blizzard Entertainment — Irvine, California, United States
[11.26.14]
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
[11.26.14]
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.

Gameloft — Seattle, Washington, United States
[11.26.14]
Game Economy Designer
Mobile games dominator Gameloft, worldwide publisher of mobile and social games,is looking for a Game Economy Designer to start a new studio in Seattle.

Aechelon Technology, Inc. — San Francisco, California, United States
[11.26.14]
Geospatial Modeler


Sparx — Exeter, England, United Kingdom
[11.26.14]
Games Developer
As a Senior Games Developer at Sparx, you’ll be the one that makes work look like play. Your one mission is to make learning as awesome, fun and addictive as possible. You’ll use your flair for making great games to get young people motivated and loving learning and, as a result, truly transform their futures.

Boxi Interactive — Encino, California, United States
[11.26.14]
Lead Game Designer


Obsidian Entertainment — Irvine, California, United States
[11.25.14]
UI/UX Designer