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April 21, 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 20
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


Video: Breaking down the seven-year development of Antichamber 3
by Staff [04.18.14]
Indie developer Alexander Bruce shares what his development philosophy and what he learned in a postmortem discussion of the development of Antichamber given at GDC 2014.
Audio, Video, GDC, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Vault

Blog: How DevOps can impact the experience of free-to-play games  
by Gamasutra Community [04.18.14]
"There are a host of technical issues that can -- and will -- undermine the player experience, even in the best-designed games."
Business/Marketing, Programming, Production, Social/Online, Smartphone/Tablet

If Steam is too crowded, can we create an algorithm for discovering hidden gems? 18
by Gamasutra Community [04.18.14]
"My twitter friends are constantly giving visibility for 'hidden gems' and I think we should keep doing that. At the same time, I think we can supplement those efforts with some mathematical tools."
Business/Marketing, Programming, Console/PC, Indie


Automatic avoidance for player characters on an indie budget  
by Mike Bithell [04.20.14]
A simple, easy to understand and implement solution for avoiding getting stuck on walls. Inspired by a genius, practiced on a walk to the shop, and now, here for you.
Design, Programming, Indie

Using Scrum in “Real World” Game Production 6
by Harvard Bonin [04.19.14]
There are plenty of methodologies producers and project managers can utilize in game making. One very popular method is Scrum. So why does it drive so many game makers crazy? Is it the method or the implementation?
Audio, Design, Programming, Production, Art, Console/PC, Smartphone/Tablet

OpenGL Development Cookbook  
by Bartlomiej Filipek [04.18.14]
Review of a very interesting book about Modern OpenGL Application Development.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Flow Path: How I beat burnout and started having fun making games again 3
by Kee-Won Hong [04.18.14]
This is a response to my post Mistakes Were Made, and focuses on some things that have been helping me on the emotional/mental side. I discuss the dangers of crunch, the wonder of flow and my path to recovery from burnout.
Business/Marketing, Design, Programming, Production, Console/PC, Indie

Can we learn anything from strange old adventure games? 1
by Leigh Alexander [04.17.14]
My new video series, "Lo Fi Let's Plays," focuses on using a familiar video format to look at unfamiliar or vintage game content. Can we learn from the Apple II era? Who knows, but it's fun!
Audio, Design, Programming, Art, Console/PC


Piranha Games Inc — Vancouver, British Columbia, Canada
[04.20.14]
Network Engineer


FableLabs — San Francisco, California, United States
[04.20.14]
Senior Tools Developer (C#, Unity3D)
Create Content Authoring Tools to Empower Interactive Storytellers

FableLabs — San Francisco, California, United States
[04.20.14]
Senior Gameplay Developer (Unity3D, C#)
Create gameplay systems to empower interactive stories that matter

Activision Publishing — Vancouver, British Columbia, Canada
[04.19.14]
Principal Graphics Programmer
See job description.

Insomniac Games — Burbank, California, United States
[04.18.14]
Associate Engine Programmer
The associate that could...

Insomniac Games — Burbank, California, United States
[04.18.14]
iOS Programmer
iOS Programmers Wanted by Insomniac Games!

Insomniac Games — Burbank , California, United States
[04.18.14]
Senior Engine Programmer
Insomniac Games is looking for Senior Engine Programmers

2K — Novato, California, United States
[04.18.14]
Senior VFX Artist- Contract - EVOLVE


2K — Novato, California, United States
[04.18.14]
Cinematic - Gameplay Scripter - Contract: EVOLVE


Telltale Games — San Rafael, California, United States
[04.18.14]
Producer
Telltale Games is searching for a Producer with development and management experience. The Producer will report to the Executive Producer and will be responsible for ensuring the continued success of Telltale's revolutionary episodic model!