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November 22, 2014
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November 22, 2014
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What survival game design means to the studio behind The Long Dark Exclusive 1
by Raphael van Lierop [11.21.14]
Raphael van Lierop, founder and director at Hinterland Games, discusses what survival game design means to his studio when designing The Long Dark.
Design, Console/PC, Indie, Exclusive

Analysis: GameStop agrees with Nintendo - Game devaluation must stop 18
by Gamasutra Community [11.21.14]
GameStop estimates $100 million of digital content given away in 2014; president Tony Bartel says, "the industry will need to work together to continue to price goods in a way that sustains profitability."
Business/Marketing, Console/PC

The Blue Flamingo: The 8 meter game filmed on a dolly track Exclusive 1
by Mike Rose [11.21.14]
Shelter studio Might & Delight surprised many this week, launching a new game on Steam right out of the blue.
Design, Console/PC, Indie, Exclusive, Video

A deep dive into Steam traffic patterns 12
by Gamasutra Community [11.20.14]
Lars Doucet writes: "It's encouraging that even after nearly two months, the standard 'Vanilla' traffic doesn't seem to be decreasing, not even noticeably dipping below the baseline after a big sale."
Business/Marketing, Console/PC, Indie

See how Insomniac put the style in Sunset Overdrive at GDC 2015  
by Staff [11.21.14]
The post-apocalyptic punk rock style of Sunset Overdrive is one of the game's biggest draws, and Insomniac art director Jacinda Chew is coming to GDC 2015 in March to reveal how it came to be.
Art, Console/PC, GDC

On prototyping and coding your own ideas 14
by Gamasutra Community [11.20.14]
Why "words fall inherently short" -- "If you are a game designer, but unable to code, know this: the best way to validate and communicate your own ideas to others is to make your own prototypes."
Design, Programming, Console/PC, Indie, Smartphone/Tablet

Valve wants devs to 'set proper expectations' for Early Access games 4
by Alex Wawro [11.20.14]
Valve sent out an updated set of Early Access rules and guidelines to developers this week in an effort to ensure they 'set proper expectations' for customers buying their games before they're done.
Business/Marketing, Console/PC

Our publisher ripped us off. What now? 22
by Gamasutra Community [11.21.14]
"I've reached a point where I don't understand how it's possible to commit to a publishing deal for small studios. How could it be reasonable when what's happening to us, well... CAN just happen?"
Business/Marketing, Console/PC, Indie


Stalled engine: The TurboGrafx-16 turns 25 25
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 17
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


Toy Ninja VR Movement Paradigm  
by Jack Pritz [11.21.14]
In this post I discuss mapping player input into movement of a 3rd person avatar in virtual reality.
Design, Console/PC, VR

Cross-Functional People  
by Charles Palmer [11.21.14]
Production problems abound when you rely too heavily on specializations. This blog lays out a few of the pitfalls of over-reliance on specialization and the advantages of breaking free.
Production, Console/PC, Serious, Social/Online, Smartphone/Tablet

Secondary Steam Features for Developers  
by Ulyana Chernyak [11.21.14]
Steam's importance cannot be understated for game development and there are some features that developers are not aware of that they can leverage for their titles.
Business/Marketing, Design, Production, Console/PC

Quit the Grind: New Ways to "Level"  
by Zack Wood [11.21.14]
Any RPG fan knows the feeling when battle stops being fun and starts being work, when you're just grinding because you feel you have to. But it isn't necessary- just look at what some of the classic RPGs have done to keep "leveling up" fun!
Design, Production, Art, Console/PC, Serious, Indie

GameStop & Nintendo: Game devaluation must stop 18
by Matt Matthews [11.21.14]
You've heard Nintendo's Iwata say it, and now GameStop's joining in: Don't drive game values to zero.
Business/Marketing, Console/PC


Infinity Ward / Activision — Woodland Hills, California, United States
[11.22.14]
Lead Game Designer - Infinity Ward
We are currently seeking an experienced Lead Multiplayer Level Designer to work on our new FPS. Previous experience leading a highly talented team of multi-player focused designers while also providing a portfolio heavy on MP: FPS game and level design work is paramount. If you live for kick-ass MP gaming, can motivate a team, and have shipped AAA titles with awesome design aesthetics, then we are looking for you! Must provide examples of prior work including: design documentation, screenshots, level meshes, and/or playable samples of your best work (refer us to work in published games)

Cloud Imperium Games — Santa Monica, California, United States
[11.21.14]
Technical Artist


Petroglyph Games — Las Vegas, Nevada, United States
[11.21.14]
Environmental Artist


Nintendo of America Inc. — Redmond, Washington, United States
[11.21.14]
Software Business Development Manager, Licensing


Yoh — Vancouver, British Columbia, Canada
[11.21.14]
3D Environment Artist


Filament Games LLC — Madison, Wisconsin, United States
[11.21.14]
Quality Assurance Associate


Filament Games LLC — Madison, Wisconsin, United States
[11.21.14]
Game Engineer


The Workshop — Marina del Rey, California, United States
[11.21.14]
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.

Cloud Imperium Games — Santa Monica, California, United States
[11.21.14]
Associate Producer


Vicarious Visions / Activision — Albany, New York, United States
[11.21.14]
Producer-Vicarious Visions
See job description.