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July 30, 2014
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July 30, 2014
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Touch Love: Ledoliel and the world of Devine Lu Linvega Exclusive 1
by Leigh Alexander [07.30.14]
Leigh Alexander spends time with Ledoliel, an often-intimate, often-violent alien negotiation app -- and looks into the distinctive world of its multidisciplinary creator, Devine Lu Linvega.
Audio, Design, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Crytek's Austin studio is no longer making games 1
by Alex Wawro [07.30.14]
The German company withdraws from U.S. game development as it moves Hunt development to Crytek Frankfurt and lays off developers -- but not CryEngine support staff -- at Crytek Austin.
Business/Marketing, Console/PC

Puzzle & Dragons' GungHo has great first half: $523 million in profit  
by Christian Nutt [07.30.14]
The top-ranked Japanese smartphone publisher reveals strong numbers for the first half of 2014, though its second quarter saw a slight year-on-year dip in profit.
Business/Marketing, Console/PC, Smartphone/Tablet

These girls are ready to shape the future of game development Exclusive 7
by Leigh Alexander [07.29.14]
With help from sponsors and the expertise of Tim Schafer, Kellee Santiago and Tracy Fullerton, the Girls Make Games program has launched to resounding success, helping young girls learn game-making.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Exclusive

Don't Miss: Level design in The Legend of Zelda 55
by Mike Stout [07.30.14]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Design, Console/PC

Crytek sells Homefront IP to Koch Media, development to continue  
by Alex Wawro [07.30.14]
Under the terms of the deal, Homefront: The Revolution development will be picked up by Koch Media's newly-formed Deep Silver Dambuster Studios.
Business/Marketing, Console/PC

More losses for Nintendo, despite Mario Kart 8 success 11
by Mike Rose [07.30.14]
Nintendo continued to see decreased profits and notable losses during the last three months, despite the launches of big name titles like Mario Kart 8 and Tomodachi Life.
Business/Marketing, Console/PC

Sony doesn't think EA Access subscription service is good value 9
by Mike Rose [07.30.14]
Sony has explained why the upcoming EA Access subscription service from Electronic Arts is not coming to PlayStation platforms, stating that the scheme is not good value for money.
Business/Marketing, Console/PC

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 21
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

Friends forever: The story of Sportsfriends 1
by Mike Rose [05.05.14]
Douglas Wilson and Bennett Foddy talk us through how Sportsfriends came about, from the troubles of publishing J.S. Joust on its own, to finding the perfect four games for the package.
Design, Postmortem, Production, Console/PC, Indie, Crowdfunding, Advanced Input and Output

Hack-Man: An interview with Watch Dogs' creative director 4
by Christian Nutt [04.23.14]
Creative director Jonathan Morin speaks about decisions made during the development of the hotly anticipated Watch Dogs, and where he expects the medium to go as we move into the next generation.
Design, Console/PC

Baby Steps and Giant Leaps: Motivating Players with Achievements  
by Zac Zidik [07.30.14]
This post describes two types of achievements that can inspire people to play your games and keep them coming back for more.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

From DK1 to DK2: What to expect 1
by Sergio Hidalgo [07.29.14]
With the brand new Oculus Rift DK2 now getting in the hands of developers, it's useful to know what are the main changes you can expect to see coming from the old devkit.
Design, Console/PC

Min/Max Mastery in Game Design  
by Josh Bycer [07.29.14]
Min/Max is a popular term for hardcore gamers and represents playing a game in the most optimal fashion. For today's post, we're going to examine this phenomenon and what it means for game designers.
Design, Console/PC, Indie, Social/Online

Virtuix Omni: Future or fad?  
by Shauni Hyslop [07.29.14]
A frank look at the Virtuix Omni from the perspective of a consumer.

Big Data, Big Problems: A Mathematicianís Take on the Current State of Game Analytics 2
by Tom Matcham [07.29.14]
After performing an extensive analysis of the games industry's use of data science, mathematician and middleware developer Tom Matcham gives some insight into what studios can do to improve their game analytics.
Business/Marketing, Design, Programming, Production, Console/PC, Social/Online, Smartphone/Tablet

Disney Consumer Products — Glendale, California, United States
Contract Game Programmer

Zindagi Games — Camarillo, California, United States
Software Engineer
Zindagi Games is looking for junior to mid-level software engineers to join our programming team.

Telltale Games — San Rafael, California, United States
Core Technology – Client Network Engineer
As our Client Network Engineer at Telltale, you will work in a fast-paced and creative environment as the bridge between our online server and core technology groups working to build the next generation of online technology for Telltale√ʬĬôs unique narrative experiences.

Telltale Games — San Rafael, California, United States
Senior Network/Systems Administrator
Fast-growing digital publisher of licensed interactive episodic content on all gaming platforms is looking for a bright, resourceful Senior Network and System Administrator to help maintain, diagnose, and grow our internal network infrastructure. The ideal candidate will have in-depth enterprise-level experience and comprehensive working knowledge of security, network analysis, server hardware, and game developer system administration.

Turtle Rock Studios, Inc. — Lake Forest, California, United States
Technical Artist - Turtle Rock Studios

CCP — Newcastle, England, United Kingdom
Senior VFX artist

Xaviant — Cumming, Georgia, United States
Senior Quality Assurance Analyst

Cloud Imperium Games — Santa Monica, California, United States
Art Outsourcing Manager
Cloud Imperium Games is seeking a skilled Art Outsourcing Manager to work with external developers to create high quality assets for our exciting PC space combat sim, Star Citizen!

Respawn Entertainment — San Fernando Valley, California, United States
Senior Systems Designer
Respawn is seeking a Senior Systems Designer to embrace and contribute to the project vision, specifically in the areas of hero control/mechanics, enemy design, AI behaviors, combat/weapons, class design, skills/progression, story, and boss encounters.

Sony Online Entertainment, San Diego — San Diego, California, United States
Intermediate and Senior Database Tools Programmers