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October 2, 2014
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October 2, 2014
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The science of eSports performance 2
by Gamasutra Community [10.02.14]
PhD researcher Amine Issa studied pro League of Legends players to find out what makes them tick -- and shares the fruits of his labor with Gamasutra's readers in this post.
Business/Marketing, Console/PC

The craft of writing for branching dialogue systems 1
by Gamasutra Community [10.02.14]
"We’re going to talk specifics -- ideas to apply on a line-by-line level. Think of this as a toolbox, with specialized tools to be used in the correct circumstances."
Design, Console/PC

A guide to breaking away and striking out on your own 22
by Gamasutra Community [10.01.14]
How Ethan Levy went from EA to success on his own: "There are a few critical lessons to learn if you are accustomed to having a steady income stream and a team of people whose mere presence holds you accountable."
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

GDC 2015 is now open for registration! 2
by GDC Staff [10.01.14]
The time has come to sign up for the largest and longest-running worldwide event for game developers: Game Developers Conference 2015 is now open for registration!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

Ubisoft takes aim at emerging markets with new office in Russia  
by Mike Rose [10.02.14]
Ubisoft has opened a new office in Moscow, Russia, as the company looks to provide better community management and support to its Russian customers.
Console/PC, Business/Marketing

Microsoft comments on poor Xbox One sales in Japan 2
by Mike Rose [10.02.14]
The Xbox One hasn't been selling all that well in Japan, and Microsoft isn't exactly happy about it -- although the game says it is looking at the long-term.
Business/Marketing, Console/PC

Snowkit: A collection of libraries and tools for the Haxe toolkit 1
by Mike Rose [10.02.14]
A group of developers have put together snowkit, a collection of libraries and tools for the Haxe programming language.
Programming, Console/PC

When a game misses its release window by four years Exclusive 2
by Mike Rose [10.01.14]
Back in the summer of 2010, I covered an intriguing music-based shooter called Substream on Four years later, Bradley's email address popped up in my inbox again, complete with a new trailer for the game.
Business/Marketing, Console/PC, Indie, Exclusive, Video

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 18
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

Forcefeedback Augmentation & The Future of Virtual Experince  
by Alexander Tomasik [10.01.14]
A brief, concise, detailed explanation forecasting gaming, health, interactions joining kinetics, life, movement, negotiating obstacles, preforming quantifiable research simulating the ultimate video-game warfare x-perince yearning zeal.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Serious, Indie, Social/Online

The Science of E-Sports Performance 2
by Amine Issa [10.01.14]
Right now the League of Legends World Championships are drawing record views (and forcing me to wake up at ungodly hours to catch all the action). I want to show people a different perspective, how physiology factors into competitive gaming performance.
Business/Marketing, Design, Console/PC

Branching Conversation Systems and the Working Writer, Part 5: Arts and Craft 1
by Alexander Freed [10.01.14]
For decades, branching conversation systems have been a powerful tool in game narrative. In the fifth and final part of our series, we discuss means of improving branching dialogue on a line-by-line basis.
Design, Console/PC, Indie

Indie Game Marketing Guide Part 1 - How to create Landing Pages  
by Marios Mouratidis [10.01.14]
You made a game? You must make a landing page. Easy as that. In this first article in a series of how to market your indie game, we will discuss what landing pages are, why you need them and how to design them.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How to get every game on STEAM for free 29
by Leszek Lisowski [10.01.14]
Have you ever wondered why after replying for 10 or 20 STEAM key requests from video-bloggers, you were not able to find any LP with your game? Below you can find out why.
Business/Marketing, Console/PC

Vicarious Visions / Activision — Albany, New York, United States
Character Artist-Vicarious Visions
See job description.

Sucker Punch Productions — Bellevue, Washington, United States
Concept Artist

Red 5 Studios — Laguna Hills, California, United States
Web Developer/Web Architect

Halo — Kirkland, Washington, United States
Senior AI Engineer
Work on one of the most exciting and creative intellectual properties in the industry; we are gathering an incredible team to help drive the future of Halo. As a Senior AI Engineer, you are core to enabling artists and designers realize their visions on screen. The ideal candidate will be able to drive forward our engine technology to best support the game vision. You will need to be able to collaborate with creative people and be able to deliver solid performant code in a AAA game engine. You must be a team player!

Trendy Entertainment — Gainesville, Florida, United States
Development Director

University of Texas at Dallas — Richardson, Texas, United States
Assistant/Associate Prof of Game Studies

Raven Software / Activision — Madison, Wisconsin, United States
UI Lead - Raven
See job description.

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

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

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