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Catch new & classic GDC talks broadcasting live on the GDC Twitch channel  
by Staff [12.10.18]
The official Game Developers Conference Twitch channel has begun broadcasting gems from the GDC Vault of game development talks, roundtables, and postmortems, and you can tune in live now to watch!
Audio, Video, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video Game Deep Cuts: Smash That Punch-Out, Hard  
by Gamasutra Staff [12.09.18]
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a looks at the latest acclaimed Smash Bros. game, & a multitude of other neatness.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Weekly Jobs Roundup: Sucker Punch, Sony PlayStation, and more are hiring now!  
by Staff [12.07.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Design, Programming, Production, Art, Recruitment

How enemy AI works in Dicey Dungeons 4
by Gamasutra Community [12.07.18]
A detailed write up how the new enemy AI works in my game, Dicey Dungeons. I tried to write it in a "popular science" style that's hopefully of interest to everyone, not just programmers.
Design, Programming, Console/PC

Get a job: Join the Fantasy Flight team as a Software Engineering Lead  
by Staff [12.05.18]
Wisconsin-based Fantasy Flight Interactive is looking for a Software Engineering Lead to oversee the code base for all of its existing and future games.
Programming, Recruitment

Enemy AI design in Tom Clancy's The Division 1
by Gamasutra Community [12.05.18]
This post explained how Massive attempted to diversify enemy encounters in The Division with five factions and 36 unique enemy character types.
Design, Programming, Console/PC


How Tom Clancy's The Division Manages AI Online  
by Tommy Thompson [12.10.18]
In part 2 of my series on The Division, I explain how the online systems manage the AI characters in-game.
Design, Programming, Console/PC

A Team-Oriented Approval Process  
by Timothy Ryan [12.10.18]
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities. This can be tackled with a team-oriented approval process.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Smartphone/Tablet

How Do Free Apps Make Money in 2018?  
by Aleksandra Bessalitskykh [12.10.18]
If you are thinking of developing an app and are unsure how a free app brings profit, the following article provides clarification.
Business/Marketing, Programming, Production, Social/Online

Video Game Deep Cuts: Smash That Punch-Out, Hard  
by Simon Carless [12.09.18]
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a review (& compendium of reviews) for the latest acclaimed Smash Bros. game, & a multitude of other neatness.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

How Enemy AI works in Dicey Dungeons 4
by Terry Cavanagh [12.05.18]
A detailed write up how the new Enemy AI works in my game, Dicey Dungeons! I tried to write it in a "popular science" style that's hopefully of interest to everyone, not just programmers.
Design, Programming, Indie

Rolling a Ball: Harder Than You Thought (part 2)  
by Nathaniel Ferguson [12.05.18]
When creating the game Rollossus, I ran into more trouble than I thought trying to reach satisfying ball movement. This three-part blog series walks people through the issues I ran into and the solutions I found.
Programming, Indie


Wargaming Sydney — Broadway, New South Wales, Australia
[12.09.18]
Gameplay Programmer, C++ - Vehicle Physics
Gameplay Programmer, C++ - Vehicle Physics

Cignition — Palo Alto, California, United States
[12.07.18]
Game Programmer
We are looking for innovative gameplay programmers to join our team. Cignition is a growing startup, passionate about blending gameplay and neuroscience to create immersive learning experiences.

Wombat Studio — Santa Clara, California, United States
[12.07.18]
Mobile Engineer


Charlie Company — Culver City, California, United States
[12.07.18]
Senior Unity Programmer/Artist


Wombat Studio — SANTA CLARA, California, United States
[12.06.18]
Graphics Engineer (Tech Art focused)


Cold Iron Studios — San Jose, California, United States
[12.06.18]
Console Gameplay Engineer
Cold Iron is seeking an experienced Console Gameplay Engineer to join our world class team on our next AAA title for consoles and PC! Are you a passionate game developer? Is making an awesome game the thing that gets you out of bed in the morning? We’re sure you’re amazing in your field, but do you see perfecting your skills as the means to making the best experiences possible? Great, we want to hear from you!

Cold Iron Studios — San Jose, California, United States
[12.06.18]
Infrastructure Engineer
Cold Iron is seeking an experienced Infrastructure Engineer to join us in creating a shooter set in the Alien universe for consoles and PC!

Cold Iron Studios — San Jose, California, United States
[12.06.18]
Site Reliability Engineer
Cold Iron is seeking an experienced Site Reliability Engineer to join us in creating a shooter set in the Alien universe for consoles and PC!

Purdue University — West Lafayette, Indiana, United States
[12.06.18]
Professor of Practice in Game Development and Design


innogames — Hamburg, Germany
[12.06.18]
Junior PHP Developer for Tribal Wars