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October 25, 2014
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October 25, 2014
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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

Starpoint Gemini 2: How we survived and succeeded on Steam Early Access 5
by Gamasutra Community [10.24.14]
"We can only say what we got: loads of valued and appreciated feedback, a great community that pointed us (and still does!) in the right direction, and additional funds to invest into production."
Business/Marketing, Console/PC, Indie

On that incredible demo from the maker of Papers, Please... Exclusive 5
by Mike Rose [10.23.14]
Papers, Please developer Lucas Pope released an early build of his next game this week, and spoke to Gamasutra about the genesis of its remarkable mechanics and '1-bit' visual style.
Design, Art, Console/PC, Indie, Exclusive

Infinifactory and the next generation of the 'Minecraft genre' Exclusive 7
by Mike Rose [10.23.14]
Gamasutra speaks with Zach Barth about Infinifactory, and how he's attempting to build the next-generation for the block-building genre.
Design, Console/PC, Indie, Exclusive

Blog: Bad things can happen if you bundle 6
by Gamasutra Community [10.24.14]
"Wed already given the game to them, earned pretty much nothing, and not even actually got many Greenlight votes from it. I was desperately trying to forget the bundle ever happened."
Business/Marketing, Console/PC, Indie

New Unity CEO Riccitiello takes to forums to soothe devs' fears 7
by Christian Nutt [10.23.14]
The new CEO waded into the discussion to offer his views on how he views the company and address the concerns of Unity developers who weren't too keen on the announcement.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

What's next for Unity and its new CEO? Co-founder David Helgason explains 49
by Christian Nutt [10.22.14]
Today, Unity announced that co-founder and CEO David Helgason would be stepping down, to be replaced by EA veteran John Riccitiello. Gamasutra speaks to Helgason about his new role and the company's future.
Business/Marketing, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Running a studio for 20 years: A look back at Australia's Tantalus 2
by Gamasutra Community [10.23.14]
A look back at a studio's journey: "To make games continuously for twenty years is a hell of an achievement and a credit to the two hundred or so people who have worked with us over the years."
Business/Marketing, Console/PC, Smartphone/Tablet

Stalled engine: The TurboGrafx-16 turns 25 23
by Christian Nutt [09.12.14]
25 years ago, NEC released the video game system that fell first in the 16-bit console wars -- but what an interesting failure it was. The history of the TurboGrafx-16 as told by those who were there.
Business/Marketing, Console/PC, History

Gamasutra Explains: The YouTuber Phenomenon 21
by Christian Nutt [07.31.14]
What do YouTubers do? Who are they? Why does it matter to you? Gamasutra looked into the phenomenon and created a handy guide so you can get up-to-speed on it.
Business/Marketing, Console/PC, YouTube

Sponsored: 'Sweat, Swearing and Tears' - A new documentary series on indie game developers 8
by Jocelyn Moffatt [07.07.14]
Patrick Haynes, Founder and Executive Producer at Fatbelly Productions, speaks about his experience working with Barking Mouse Studio and Autodesk on a new indie game-focused documentary series.
Console/PC, Indie, Sponsored Feature, Smartphone/Tablet, Mobile Games

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

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

The Musical Box #07: 5 Reasons to Justify the Awesomeness of Streets of Rage's OST  
by Marcelo Martins [10.24.14]
The Musical Box features 30 articles focusing on game music production and implementation. Edition #7: Streets of Rage
Audio, Programming, Production, Console/PC

The Sound Design of inFamous Second Son: Neon Power  
by Rev Dr Bradley Meyer [10.24.14]
An in-depth look at the resources captured and used to create the sound design for the Neon powers in inFAMOUS Second Son
Audio, Console/PC

Do gamers read books? 1
by gard skinner [10.24.14]
Ever thought about trying to write game-related science fiction? This was the journey. NY pubs claimed, "Gamers don't read books." Without them GS couldn't be successful because it has no witches, vampires or angsty teens who can't decide who to date.
Business/Marketing, Console/PC, Serious, Social/Online

Giant Sparrow — Playa Vista, California, United States
Lead Artist

Digital Extremes — LONDON, Ontario, Canada

Digital Extremes — London, Ontario, Canada
Generalist Programmers

Petroglyph Games — Las Vegas, Nevada, United States
Unity Engineer

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

Yoh — Vancouver, British Columbia, Canada
Build & Test Engineer

Activision Publishing — Santa Monica, California, United States
Tools Programmer-Central Team
See job description.

Crystal Dynamics — Redwood City, California, United States
Senior/Lead VFX Artist

Magic Leap, Inc. — Wellington, New Zealand
Level Designer

Magic Leap, Inc. — Wellington, New Zealand
Lead Game Designer