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November 27, 2014
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November 27, 2014
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Socializing a new member in a Scrum team 1
by Gamasutra Community [11.27.14]
"Adding a new member to a team can result in conflict. Changing the group dynamic so dramatically, and without the teams input, conflicts with Agile developments tenets of personal choice and team autonomy."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Amiibos are here - but what's next for Nintendo's video game-toy business? Exclusive 5
by Christian Nutt [11.26.14]
How are the Amiibo figurines? How is the Smash Bros. gameplay using them? And more importantly -- what potential is there, and what pitfalls lie in store for Nintendo?
Business/Marketing, Console/PC, Exclusive

How important is 'clean' gameplay? 6
by Gamasutra Community [11.26.14]
"Once the gameplay became looser, the level of tuning required to make the game feel good changed, and it diluted the fundamental requirements for making jump and shoot gameplay as pristine as possible."
Design, Console/PC, Indie

Tips for motivating your indie team: Be human 2
by Gamasutra Community [11.25.14]
"Sometimes, members who leave will have an important perspective on your project. Even if it hurts to hear that criticism, it will make your team stronger in the end."
Production, Console/PC, Serious, Indie, Smartphone/Tablet

Unity's new UI system is finally here 1
by Mike Rose [11.26.14]
Unity has released the next version of its video game engine, complete with the brand new Unity User Interface system that the company says is faster and more flexible than the current solution.
Business/Marketing, Console/PC, Smartphone/Tablet

Advertising authority investigating YouTubers who don't disclose paid-for videos 2
by Mike Rose [11.26.14]
"There are strict rules that govern television and other advertising and it seems to me that there's a bit of a loophole when it comes to online, videos and YouTube." - Ben Bradshaw, a British Member of Parliament, reacts to poor disclosure from YouTubers.
Business/Marketing, Console/PC

Fight toxic online behavior with insight from Riot at GDC 2015  
by Staff [11.26.14]
Riot's social systems expert Dr. Jeffrey Lin returns to GDC 2015 in March to share data that will help you meet the challenge of designing your games to inhibit toxic online player behavior.
Design, Console/PC, GDC

Latest Pokemon pair sells 3 million in opening weekend  
by Mike Rose [11.26.14]
Pokemon Omega Ruby and Alpha Sapphire, the latest Pokemon remakes, sold more than 3 million copies over their launch weekend.
Business/Marketing, Console/PC


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


Socializing a New Member in a Scrum Team 1
by Jon Clark [11.26.14]
This blog explores the process of incorporating a new team member into a Scrum team through Group Socialization theory and Agile development methodologies.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Flow of Grind in Destiny 4
by Andreas Ahlborn [11.26.14]
How I learned to stop worrying and love the Metagame in Bungies 500M$-Shlooter.
Design, Console/PC

Migi Osu: Postmortem  
by Alex Rose [11.26.14]
An overview of the creation of Migi Osu, a game made for Indies Vs PewDiePie in one weekend at Insomnia53 festival by a group of exhibitors.
Design, Production, Console/PC, Indie

Giant Norse Elementals & The 80/20 Rule  
by William Dube [11.26.14]
Why execution matters in game development: the importance of tiny insignificant details.
Design, Production, Console/PC, Indie

Amiibo: How did Nintendo do, and where can it go from here? 5
by Christian Nutt [11.25.14]
How are the Amiibo figurines? How is the Smash Bros. gameplay using them? And more importantly -- where does Nintendo go from here?
Business/Marketing, Console/PC


Churchill Navigation — Boulder, Colorado, United States
[11.27.14]
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 — Reykjavík, Iceland
[11.27.14]
Game Designer


Filament Games LLC — Madison, Wisconsin, United States
[11.26.14]
Game Artist


Blizzard Entertainment — San Francisco, California, United States
[11.26.14]
iOS Engineer, San Francisco
Do you love games, especially Blizzard games? How about building engaging experiences for mobile devices? Awesome, because we here on Battle.net’s mobile team are looking for a talented software engineer to join our group and help bring Blizzard’s trademark polish to iOS and in turn to millions of our players worldwide.

Blizzard Entertainment — Irvine, California, United States
[11.26.14]
Online Analyst
Blizzard Entertainment is looking for a passionate online analyst who will be responsible for supporting the analytic needs of Battle.net group. This person will perform online analytics and deliver actionable insights, analyses and recommendations that shape and inform day-to-day online strategies as well as long-term optimization strategies. The ideal candidate should be comfortable using the SQL language to run data queries and have experience in the e-commerce industry.

Blizzard Entertainment — Irvine, California, United States
[11.26.14]
Lead Linux Systems Administrator
Blizzard Entertainment is seeking talented IT systems admins, and we know we’re not alone in our search. So why Blizzard? Because it’s a haven for our kind! Our unique blend of opportunity, environment, and people all help make Blizzard the studio worthy of your career. You’ll be joining a network operations team that attacks challenges and crafts solutions with the same enthusiasm and creativity as our players do in our games. We love keeping up with and getting to use the latest technology, and take pride in protecting and gatekeeping some of the world’s most popular and beloved gaming franchises. And just like the company as a whole, our team is built on a culture of passion for who we are, what we create, and who we support. We want to hear from skilled system admins ready and eager to continue this adventure with us.

Blizzard Entertainment — Irvine, California, United States
[11.26.14]
Senior Web Front End Engineer, Irvine
Blizzard Entertainment is growing our presence and is seeking a talented senior web front end engineer to join the Battle.net team. This engineer can expect to maintain and implement new features for the World of Warcraft, StarCraft II, Diablo III, and account management web applications.

Blizzard Entertainment — San Francisco, California, United States
[11.26.14]
Senior Web Front End Engineer, San Francisco
lizzard Entertainment is growing our presence in San Francisco and is seeking a talented senior web front end engineer to join the Battle.net team. This engineer can expect to maintain and implement new features for the World of Warcraft, StarCraft II, Diablo III, and account management web applications.

Blizzard Entertainment — Irvine, California, United States
[11.26.14]
User Experience Researcher
If you can capture and analyze large amounts of qualitative findings and turn them into insightful findings, then you could be our next user experience (UX) researcher. You will make our UX designers AOE happiness as you investigate the “why” in order to learn more about our users. With the knowledge learned through your research,you will teach and inspire product owners and design teams. So, if you want the opportunity to further improve Blizzard’s user experience (with e-commerce, account management,community / social, in-game features, and much more) we would love to hear from you.

Blizzard Entertainment — Irvine, California, United States
[11.26.14]
Senior User Experience Designer, Irvine
We are looking for kickass user experience (UX) designers who are oozing with curiosity but can still fit their head in the door. You will be creating and supporting solutions for Blizzard.com, Battle.net, and our new Battle.net desktop app, which includes everything from e-commerce, to account sign-up and management, to community, to supporting our games. Although we move fast sometimes, we believe in quality and strive to create solid strategies based in user-center design principles. We are not an execution-only team stuck in a large organization, therefore this opportunity will favor designers who can take ownership, think globally, and foster an entrepreneurial spirit in support of our users. As a senior UX designer, you will be directly involved in setting the product strategy and vision, which means the ability to present ideas and educate others is just as important as your wireframes.