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September 19, 2014
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September 19, 2014
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Procedural generation: By molecule or mythology 3
by Gamasutra Community [09.19.14]
"This post will help you choose the best 'zoom level' for your game. It’s part post-mortem, part raw idealism, and entirely intended to be just one way to think about design within a procedurally generated system."
Design, Programming, Console/PC, Indie, Smartphone/Tablet

Tips for game artists, from Rockstar's former art director Exclusive 2
by Kris Graft [09.19.14]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Design, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Shinra is a new cloud gaming company from Square Enix 12
by Mike Rose [09.19.14]
Square Enix today announced the establishment of Shinra Technologies, a new cloud gaming company that plans to collaborate with numerous studios worldwide, including Ubisoft.
Business/Marketing, Console/PC

How to build the sprawling nightmare that is branching conversation 16
by Gamasutra Community [09.18.14]
"A brilliant conversation that looks like a tangled knot will drag your project down ... Spending hours trying to untangle your own work (or expecting colleagues to do so) isn't an efficient use of time."
Design, Console/PC

Making educational games for the younger you 5
by Gamasutra Community [09.19.14]
"During this convergence of opposing chapters in our lives, all of a sudden the boring term ‘educational game’ doesn’t seem to be the big YAWN it used to be."
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Rock Band Network has been sunsetted  
by Mike Rose [09.19.14]
Harmonix has called it a day on its Rock Band Network online store, a place where users could upload and sell their own music through the Rock Band games.
Business/Marketing, Console/PC

GDC Next adds talks on Starcraft II and the secret life of ads  
by Staff [09.18.14]
Blizzard Entertainment's Jordan Womack joins speakers from MIT's Game Lab, the GameHeart mod project and the LiveRail ad platform at GDC Next 2014 featuring ADC this November.
Business/Marketing, Design, Console/PC, Smartphone/Tablet

Don't Miss: Building the AI for Hearthstone 5
by Staff [09.18.14]
The AI postmortem is a perennial high point for GDC's AI Summit, and GDC 2014 was no exception as former Blizzard engineer Brian Schwab delivered a frank talk on the AI design of Hearthstone.
Design, Programming, Console/PC, Smartphone/Tablet


Stalled engine: The TurboGrafx-16 turns 25 20
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


5 Ways to Aggressively Defend a Patent Lawsuit  
by Eric Buresh [09.18.14]
Often out of the blue, video game companies find themselves the target of so-called patent trolls. If you find yourself on the receiving end, you must immediately mount a defense. Here are five key steps to an effective offensive plan.
Business/Marketing, Production, Console/PC, Serious

A key ingredient for successful game studios - Positive Energy  
by Heinz Schuller [09.18.14]
Studio culture is defined by it's people, but what makes some studios great places to work vs. others? A key aspect (in my experience) is Positive Energy.
Production, Art, Console/PC, Indie

Exhibiting at Game Industry Events - A Developer's Perspective  
by Mathew Anderson [09.18.14]
What does it take to setup, manage, and tear down booths at events like E3 and Comic-Con? Here's a glimpse...
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Lovers in a Dangerous Spacetime DevLog #11: Timing Is Everything  
by Adam Winkels [09.18.14]
Implementing an easy to use coroutine-based timer in Unity.
Programming, Console/PC, Indie

The Degrees of Sales and the Consumer Impact  
by Ulyana Chernyak [09.17.14]
Continuing our examination on sales in the Game Industry, today's post examines the different degrees of sales and their effect on the consumer.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet


Idol Minds — Louisville, Colorado, United States
[09.19.14]
Senior / Lead Programmer


Phosphor Games Studio — Chicago, Illinois, United States
[09.18.14]
Game Producer


Trion Worlds — Redwood City, California, United States
[09.18.14]
Senior Gameplay Engineer
Gameplay Guru Wanted - AI, Combat, Movement, Physics

Heavy Iron Studios, Inc. — Los Angeles, California, United States
[09.18.14]
Game Programming Intern


Heavy Iron Studios, Inc. — Los Angeles, California, United States
[09.18.14]
Gameplay and Engine Programmer


Digital Extremes — London, Ontario, Canada
[09.18.14]
Gameplay Programmers


Digital Extremes — LONDON, Ontario, Canada
[09.18.14]
UI ARTIST/DESIGNER


Digital Extremes — Costa Mesa, California, United States
[09.18.14]
SEO & CRM Specialist


Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[09.18.14]
Senior Software Engineer


Runic Games, Inc. — Seattle, Washington, United States
[09.18.14]
Visual Effects Artist