April 26, 2018
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Deep Silver Volition
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April 26, 2018
How many wishlists should you have when launching on Steam?
Atari VCS: E.T. The Extra-Terrestrial
Video Game Deep Cuts: Rise Of The Ambient Parent Jam
Lessons Learned From Five Years of VR Locomotion Experiments
Atari VCS: Video Cube
April 26, 2018
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turned a group of strangers into best friends
When 18 strangers were thrown into a room together,
was born. Now three years later, the Young Horses team is about to bring it to fruition.
Taking on the challenges of being a mom in game development
Gamasutra's Leigh Alexander talks to game developers who also happen to be mothers, about the challenges of balancing work and life, and finding success in a male-dominated industry.
How today's game developers come to grips with self-promotion
Leigh Alexander speaks to developers who have been forced to acclimate to a world where they have to market their own games, do their own press outreach, and create their own materials.
Ethical Free-to-Play Game Design (And Why it Matters)
Ex-Playdom senior designer and game industry veteran Greg Costikyan takes a hard look at free-to-play design and business practices and urges the industry to change them -- as ethical design will increase long-term value.
Best of 2013: Gamasutra's Top Games of the Year
In 2013, we handled our "Game of the Year" list quite differently. Instead of publishing a single top 10, Gamasutra writers simply picked five games that they loved most in 2013.
: An interview with Mark Cerny
Veteran developer Mark Cerny was lead system architect for the PlayStation 4 and also directed
for the launch lineup -- and here shares his game developing methodology.
Game developers reflect on a changed console landscape
How games are made, how they're purchased, and even in some cases, the definition of games has changed dramatically over the course of the past console generation.
How indies made an impact on a generation of game consoles
Gamasutra's Mike Rose looks back on the previous console generation with a focus on the rise of the indie developer.
Gamasutra talked to a variety of developers -- some with games on Greenlight, others whose games have been through the Greenlight process and are now on Steam -- to get their thoughts on where Greenlight is now.
With the luster of social games gone, what now?
Up until a few years ago, the potential of social network games seemed limitless. Now that reality has sunk in, game designers who were once proponents of social games acknowledge that the space may never live up to its potential.
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