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September 20, 2014
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September 20, 2014
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The SCUMM Diary: Stories behind one of the greatest game engines ever made 13
by Staff, Mike Bevan [07.12.13]
It's rare that the mention of a video game engine can elicit emotions nearly as strong as the games that it powers, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder tells the stories behind the well-regarded engine.
Design, Programming, Production

Dirty Game Development Tricks 21
by Game Developer Magazine Staff [06.24.13]
One of Game Developer's most popular features was our "Dirty Coding Tricks" bit from 2009, where we got devs to open up about some of their ugly hacks -- and in 2013 we're back with nine new from-the-trenches stories, including a few unorthodox tricks from other dev disciplines besides programming.
Programming, Game Developer Magazine, Console/PC, GD Mag Exclusive

Postmortem: Treyarch's 2002 hit, Spider-Man 2
by Jamie Fristrom [06.21.13]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
Design, Postmortem, Programming, Production, Exclusive, GD Mag Exclusive

Postmortem - Sony Santa Monica's God of War: Ascension 11
by Whitney Wade, Chacko Sonny [06.19.13]
In this postmortem from the final issue of Game Developer, Sony Santa Monica senior producer Whitney Wade and director of internal development Chacko Sonny discuss bringing multiplayer to the God of War experience.
Business/Marketing, Design, Postmortem, Programming, Production, Console/PC, GD Mag Exclusive

Advanced Audio Streaming in Unity 12
by Ben Long, Fredrik Kaupang [06.06.13]
In the midst of making a simple casual game as part of a personal jam, Ben Long and Fredrik Kaupang uncovered a great trick for streaming audio in Unity.
Audio, Programming, Indie, Smartphone/Tablet

Oculus freely distributes DK1 headset schematics, firmware  
by Christian Nutt [09.19.14]
Today at its Oculus Connect event in Hollywood, the company announced it's made the DK1 available to everyone -- so you can make your own.
Programming, Console/PC, Indie

Don't Miss: The Gamasutra community's game developer flashcards 7
by Gamasutra Community [09.19.14]
Developers from across Gamasutra's community contributed to this quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Procedural generation: By molecule or mythology 7
by Gamasutra Community [09.19.14]
"This post will help you choose the best 'zoom level' for your game. It’s part post-mortem, part raw idealism, and entirely intended to be just one way to think about design within a procedurally generated system."
Design, Programming, Console/PC, Indie, Smartphone/Tablet

This week in Archmage Rises: User Interface Magic 2
by Thomas Henshell [09.18.14]
What is always in your face and (hopefully) never in your way? You guessed it: a great interface. In this week’s post, I explore the current state of the Archmage Rises UI.
Design, Programming, Art, Console/PC, Indie

Lovers in a Dangerous Spacetime DevLog #11: Timing Is Everything  
by Adam Winkels [09.18.14]
Implementing an easy to use coroutine-based timer in Unity.
Programming, Console/PC, Indie

Where Were You The Day COPPA 2.0 Became Real? That Was Yesterday. 8
by Roy Smith [09.17.14]
On September 16, the FTC announced that mobile app developers Yelp and TinyCo each settled cases with the FTC on COPPA 2.0 non-compliance issues. I’m not saying I told you so, but...
Business/Marketing, Design, Programming, Smartphone/Tablet

Unity Scene Diff Tool  
by Aaron Smith [09.17.14]
How to write a Python script to make your Unity scenes diff-able and merge-able, so multiple team members can work on them at the same time.
Programming, Production, Indie, Smartphone/Tablet

Structure and basic concepts of a friGame based game  
by Franco Bugnano [09.17.14]
In the previous installment of the technical series, we discussed about why friGame was the chosen technology for developing Frank the 'dillo; today we will be talking about the concepts behi
Programming, Indie

Infinity Ward / Activision — Woodland Hills, California, United States
Senior AI Engineer
See job description.

Infinity Ward / Activision — Woodland Hills, California, United States
Lead Tools Engineer - Infinity Ward
See job description.

Insomniac Games — Burbank , California, United States
Senior Engine Programmer
Insomniac Games is looking for Senior Engine Programmers

Nexon America, Inc. — El Segundo , California, United States
Front-End Developer
Front-End Developer

Machine Zone — Palo Alto, California, United States
Project Manager
We are seeking a positive, analytical, technically oriented Project Manager (PM) to join our team. The PM at Machine Zone will lead cross-functional development teams to execute against our product portfolio. An PM's main responsibility is to own the scheduling, monitoring, tracking and execution against our tight milestones and project deadlines. Qualified candidates will be self-starters, able to multi-task, be dependable, and have concise execution during times of high stress.

Fun Bits Interactive — SEATTLE, Washington, United States
Senior Engine Programmer
Fun Bits Interactive is a team of passionate and experienced game developers based in Seattle, WA! We are looking for a senior engine programmer to push our proprietary engine on next-gen consoles and beyond. This programmer would design and implement code to improve the engine’s functionality and creators’ productivity. The Senior Engine Programmer will design and implement engine technology for current and future games as well as profile and optimize code for game consoles.

SAE Institute — San Jose, California, United States
User Interface Design Instructor

SAE Institute — San Jose, California, United States
Compositing Instructor

Idol Minds — Louisville, Colorado, United States
Senior / Lead Programmer

Sparx — Exeter, England, United Kingdom
Senior 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.