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October 31, 2014
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October 31, 2014
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The Witness artist reminds us to keep it simple, stupid Exclusive 5
by Alex Wawro [10.31.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Design, Art, Console/PC, Indie, Exclusive

She's not playing it wrong 55
by Gamasutra Community [10.31.14]
"If we want to encourage more women to apply to our companies and work in game development, we need to treat it like a usability problem," writes veteran developer Laralyn McWilliams.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet, Recruitment

How Spelunky helped Dan Marshall reinvent The Swindle Exclusive  
by Mike Rose [10.30.14]
Last year, developer Dan Marshall cancelled The Swindle, a game he had been working on for two years. Now the dev has resurrected the game with a new direction -- and it's all thanks to Spelunky.
Business/Marketing, Design, Console/PC, Indie, Exclusive, Video

Sony posts hefty losses, although its PlayStation business is not the problem 5
by Mike Rose [10.31.14]
Sony posted significant losses for the last fiscal quarter, although the company's PlayStation business was not the problem.
Business/Marketing, Console/PC

Denis Dyack is still making his Eternal Darkness followup 3
by Mike Rose [10.31.14]
Denis Dyack, formerly the founder of Silicon Knights and most recently Chief Creative Officer of Precursor Games, has revealed his next move: an all-encompassing entertainment company.
Business/Marketing, Console/PC

Creating an atmospheric, non-Euclidian environment 5
by Gamasutra Community [10.30.14]
"When the player walks off the side, they’re teleported to a corresponding point on the adjacent side and rotated ninety degrees. The result is suitably disorienting: walk long enough in a straight line and you’ll make figure-eights."
Design, Programming, Console/PC, Indie

Surprising no-one, Bethesda cancels Prey 2 10
by Mike Rose [10.31.14]
Bethesda has officially cancelled development of first-person shooter Prey 2, as the company says that it simply wasn't good enough quality.
Business/Marketing, Console/PC

Building Runbow, the first nine-player Wii U platformer Exclusive 4
by Alex Wawro [10.29.14]
13AM Games in Toronto has figured out how to make a 9-player competitive platformer for the Wii U. But how do they solve the design challenges of fitting that many players on a single screen?
Design, Art, 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 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


The Narrative Engine Driving Ice-Bound: A Novel of Reconfiguration  
by Jacob Garbe [10.31.14]
Learn about the innovative narrative engine driving Ice-Bound, an indie game that interacts with a physical book using augmented reality. Also, some details on how the devs tackled the thorny problem of combinatorial content authoring.
Design, Programming, Console/PC, Indie, Smartphone/Tablet

Sky Battle's flight to Greenlight success  
by Peter Lacalamita [10.31.14]
On man's quest to get his air combat game on Steam.
Business/Marketing, Console/PC, Indie

Unity VR optimisation hints and tips  
by Nick Pittom [10.31.14]
We're making a VR dungeon crawler called 'Crystal Rift'. It's pretty difficult to make a VR game, but also pretty fun. Here we hope to give an insight into our working methods and process.
Programming, Console/PC, Indie

Interview with the Developer: The Halloween Mod Chronicles  
by Erik Waananen [10.31.14]
In 2002, the world was (trick-or-)treated to a Halloween themed Half-Life mod. 12 years later, a game design student (and fan of the original game) sits down with the mod's creator to reminisce about this Halloween cult classic.
Design, Production, Console/PC, Indie

Cleaning up the E-Sports Market  
by Ulyana Chernyak [10.31.14]
Toxic communities have sadly been a part of E-Sports and the competitive crowd for some time. But in recent years there have been developers trying to improve matters and today's post looks at this trend and why it is happening.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


The Workshop — Marina del Rey, California, United States
[10.31.14]
Programmer
The Workshop is an independant growing game developer on the front line of next-gen console development. We are a tight-knit group looking for talented new faces, people who work well in small creative environments. Every day is a little different and very exciting as we engage in multiple projects of all sizes. We offer competitive salaries, insurance and a small independent studio environment.

Activision Publishing — Santa Monica, California, United States
[10.31.14]
Tools Programmer-Central Team
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[10.31.14]
VFX Artist-Vicarious Visions
See job description.

Magic Leap, Inc. — Wellington, New Zealand
[10.30.14]
Level Designer


Magic Leap, Inc. — Wellington, New Zealand
[10.30.14]
Lead Game Designer


Churchill Navigation — Boulder, Colorado, United States
[10.30.14]
3D Application Engineer
Create products for a small,profitable company that specializes in real-time simulation environment utilizing augmented reality, 3D mapping and full-motion video

CCP — Newcastle, England, United Kingdom
[10.30.14]
Senior Backend Programmer


Guerrilla Games — Amsterdam, Netherlands
[10.30.14]
Animation System Programmer


Nexon America, Inc. — El Segundo, California, United States
[10.29.14]
Localization Coordinator
The Localization Coordinator is responsible for translating company communication between Korea and the U.S. (e.g. e-mails, Jira comments, etc.) as well as providing interpretations for video conferences, teleconferences, and small-sized meetings between Korea and the U.S. This position is also responsible for translating game-related documents. (e.g. test sheets, checklists, bug reports, game proposals, etc.)

Petroglyph Games — Las Vegas, Nevada, United States
[10.29.14]
Producer