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July 23, 2014
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Prototyping methodology for Assassin's Creed IV's ship battles 3
by Gamasutra Community [07.23.14]
Lead designer Sébastien Lambottin shares the prototyping methodology which lead to Assassin's Creed IV's naval battles -- what he calls a "prototyping library."
Design, Console/PC

Q&A: Jonatan Van Hove launches GDC Europe's first innovation showcase  
by GDC Staff [07.23.14]
Van Hove shares his experience as a European indie developer and his inspiration for working to establish the first-ever European Innovative Games Showcase at GDC Europe 2014 this August.
Design, Production, Console/PC, Indie, Smartphone/Tablet, GDC Europe

Microsoft CEO Nadella sticks by Xbox, citing bigger opportunities 10
by Christian Nutt [07.22.14]
CEO Satya Nadella plans to continue to back Xbox because of the prominence of games in today's software ecosystem, saying, "gaming is the largest digital life category in a mobile-first, cloud-first world."
Business/Marketing, Console/PC, Smartphone/Tablet

As mobile takes hold, PC Gaming Alliance changes its name 6
by Kris Graft [07.23.14]
The PC Gaming Alliance was founded in 2009 with the purpose of advocating the growth and standardization of games on PC. Now, the non-profit’s mission becomes broader.
Business/Marketing, Console/PC

Gender wage gap: How the game industry compares to the U.S. average Exclusive 51
by Kris Graft [07.22.14]
The gender pay gap is once again a hot topic in the world of U.S. politics, and in the world of video game development, the issue has reared its head.
Audio, Exclusive, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

EA sees profits rise on the back of strong packaged game sales 1
by Alex Wawro [07.22.14]
The company is reporting modest growth in both revenue and profits as sales of packaged games like EA Sports UFC overtake digital for the first time in months.
Business/Marketing, Console/PC, Smartphone/Tablet

Game Developer Salary Survey 2014: The results are in! Exclusive 60
by Kris Graft [07.22.14]
Gamasutra recently polled over 4,000 game developers worldwide, asking them the question: How much money did you make?
Audio, Exclusive, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

How to become a graphics programmer in the games industry 9
by Gamasutra Community [07.22.14]
"As we were hiring a new Graphics Programmer at work I had to identify what kind of technical knowledge and skills we would expect from a potential candidate. This post might help you to identify areas to learn about."
Programming, Console/PC


Sponsored: 'Sweat, Swearing and Tears' - A new documentary series on indie game developers 7
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.
Console/PC, Design


Killing a horse with text  
by Benoit Prezeau [07.23.14]
Thoughts about describing the act of killing in a text-based CRPG.
Design, Programming, Console/PC, Serious, Indie

The Dangers of Forced Failure in Game Design  
by Josh Bycer [07.22.14]
Today's post examines the concept of forced failure or where a game is set up to make the player fail and why this form of design has some problems.
Design, Console/PC, Indie, Social/Online

Five nightmares of a modern Game Designer 14
by Svyatoslav Torick [07.22.14]
The Game Designer is the only person who is utterly and completely in charge of the game experience, so to make the impressions seamless and thorough they have to meet compromises and make sacrifices. Here are five basic working issues we experience.
Design, Production, Console/PC, Social/Online, Smartphone/Tablet

FULL CIRCLE: Videogame Music & All That Jazz  
by John Broomhall [07.22.14]
Reflections on re-imagining the distinctive soundtrack of a classic videogame
Audio, Console/PC

Is amiibo Nintendo’s Next Costly Disaster? 11
by Bryan Cashman [07.22.14]
amiibo seems like a great way to extend the company's brands to the youth market, but CONSULGAMER sees a number of threats to the product line that could make amiibo another costly disaster for Nintendo.
Business/Marketing, Console/PC


Xaviant — Cumming, Georgia, United States
[07.23.14]
Senior Quality Assurance Analyst


Cloud Imperium Games — Santa Monica, California, United States
[07.22.14]
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
[07.22.14]
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
[07.22.14]
Intermediate and Senior Database Tools Programmers


tic toc games — North Hollywood, California, United States
[07.22.14]
Project Manager


2K — Novato, California, United States
[07.22.14]
Senior Animation Engineer


Jintronix — Montreal, Quebec, Canada
[07.22.14]
Senior Software Developer


Petroglyph Games — Las Vegas, Nevada, United States
[07.22.14]
Environmental Artist


CCP — Newcastle, England, United Kingdom
[07.22.14]
Senior 3D Environment/Generalist Artist


CCP — Newcastle, England, United Kingdom
[07.22.14]
Development Director