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August 5, 2013
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He Loves Bees: An interview with Xbox's experimental storyteller 2
by Kris Ligman [07.19.13]
Gamasutra sits down with Elan Lee, father of the Alternate Reality Game (including Halo 2's landmark I Love Bees campaign), to discuss his new work with Microsoft and a future beyond the ARG.
Business/Marketing, Design, Interview, Console/PC, Social/Online, Exclusive

The Shame Game: An Interview With Jesse Schell 32
by Brandon Sheffield [07.16.13]
Can free-to-play feel good? Should it be incorporated into every game? Jesse Schell talks about where the model works, where it doesn't, and looks at it in the context of other industries -- and then talks about how he wants to lead us to a game utopia.
Design, Interview, Social/Online

The SCUMM Diary: Stories behind one of the greatest game engines ever made 10
by Mike Bevan, Staff [07.12.13]
It's rare that the mention of a video game engine can elicit emotions nearly as strong as the games that it powers, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder tells the stories behind the well-regarded engine.
Design, Programming, Production

The Animal Crossing: New Leaf Letter Series 5
by Gamasutra staff [07.11.13]
In this email conversation series, our UK editor Mike Rose and our news editor Kris Ligman join Christian Nutt for a wide-ranging discussion on the game. All three of have been playing New Leaf and each brings a different way of looking at the game, as you'll see.
Design, Console/PC

The Last Pixel: Closing the book on Pixel Pusher 2
by Steve Theodore [07.08.13]
In this reprint from the final (June/July 2013) issue of GD Mag, Steve Theodore reflects on how the nature of discussing art in games has changed in the past ten years.
Design, Art, GD Mag Exclusive


With EverQuest Next Landmark, SOE goes all-in on user-gen content 5
by Kris Graft [08.02.13]
Sony Online Entertainment pulled the veil back on the previously-announced MMO EverQuest Next, and also made a surprise game announcement.
Business/Marketing, Design, Social/Online, Video

Why smaller devs can win in the mobile game landscape 11
by Gamasutra Community [08.02.13]
30+ year industry veteran Chris Gray (Boulder Dash, EA) explains why small, independent developers like Imangi (Temple Run) will continue to make the big hits on mobile.
Business/Marketing, Design, Indie, Smartphone/Tablet

Blog: Is Tiny Tower a game? 41
by Gamasutra Community [08.02.13]
After hearing good things about it, Jennifer Canada installed Tiny Tower and played it -- for 35 hours. It's left her wondering: From a design perspective, was she even playing a game at all?
Design, Smartphone/Tablet


The Phil Fish Narrative  
by Kevin Wong [08.05.13]
Kevin Wong shares his thoughts on the drama surrounding Phil Fish's story and why we love underdog stories.
Design, Indie

Beginner guide to making a video game: Let's Make a Prototype!  
by Arseniy Shved [08.04.13]
In this series of articles I'm describing the way I'm developing a platformer. The topic of this article is the first, most simple prototype of the game.
Design, Indie

Beginner guide to making a video game: Setting the scope of the game.  
by Arseniy Shved [08.03.13]
In this series of articles I report the way I am developing a game from scratch. And I'll start from defining the central idea.
Design, Indie

This is art we're talking about! ... or is it? Part 1.  
by Matthew Munsinger [08.03.13]
There are many aspects of the Games vs. Art debate, but several hot-button issues tend to eclipse important parts of this debate. In this series, I'll be discussing the less known aspects of Games as an art form.
Design

The Basics of the Grants and Games Opportunity 2
by Ben Sawyer [08.02.13]
One of the biggest changes in game development the past decade has been the entry of games into areas like education, health, civics, and defense. Much of this work is funded through grants. This article offers a basic overview of grant-based funding.
Design



Merge Interactive — Austin, TX, USA
[08.02.13]
Senior Game Designer
Senior Game Designers conceive, evaluate, document, implement and refine game designs. They often lead project design efforts. They also stay aware of the goals of their current product and assist the Producer in creating schedules and identifying project risks. Senior Game Designers apply up-to-date domain expertise, produce exemplary work and mentor less experienced designers.
Game / Level Designer / Creative Director, Social / Online Games, Smartphone / Tablet Games

Bigpoint GmbH — Hamburg, Ge, DEU
[08.02.13]
Game Designer - Strategy MMO (m/f)
Bigpoint is looking for a Game Designer who has experience in designing massively multiplayer and/or strategy games, either in the AAA or the free to play sector. He is not only a creative mind who can come up with suitable game mechanics appropriate to a mass-market game, but he also has the ability to communicate his ideas clearly, concisely, and understandably in both oral and written form. An analytical mind is equally required, as game mechanics must be both designed and balanced.
Game / Level Designer / Creative Director




Vicarious Visions / Activision — Albany, NY, USA
[08.02.13]
Senior Game Designer
Come join Vicarious Visions, one of the most dynamic and creative game developers in the video-game industry. For over 15 years, VV games have been pushing technical boundaries to deliver addictive gameplay and immersive art bringing both characters and worlds to life on Xbox 360, PS3, Wii, iPhone, and many other platforms. Vicarious Visions, located in Albany, NY, has gained critical acclaim with hit titles such as Marvel Ultimate Alliance 2®, Guitar Hero: Legends of Rock, Guitar Hero: On Tour®
Game / Level Designer / Creative Director

Treyarch / Activision — Santa Monica, CA, USA
[08.02.13]
Senior Systems Designer
Founded in 1996, and acquired by Activision in 2001, Treyarch has grown to become one of the most successful game developers in the world. Home to some of the industry's best and brightest creative talents, Treyarch's most recent creation is Call of Duty: Black Ops. In 2004, after completing Call of Duty: United Offensive, Gray Matter Interactive, who also developed Return to Castle Wolfenstein, joined forces with Treyarch to create Call of Duty 2: Big Red One. From there, the studio began to s
Game / Level Designer / Creative Director

Insomniac Games — Burbank, CA, USA
[08.01.13]
UI Designer
Insomniac Games is an independent developer that has released award-winning hits for 19-plus years. In 2013, we announced a partnership with Microsoft Studios to release Sunset Overdrive exclusively on Xbox One. Insomniac has created world-famous franchises such as Spyro, Ratchet & Clank, Resistance, Outernauts and Fuse. We are also known for our collaborative culture, earning 12 local, regional and national "best places to work" honors since 2004. In 2009 Insomniac opened a Durham, NC studio.
Art / Animation, Game / Level Designer / Creative Director, OTHER

Blizzard Entertainment — Irvine, CA, USA
[08.01.13]
Lead Game Designer, Console
Blizzard Entertainment is proud and excited to be back on the console with Diablo III, and we want to find the team a lead designer with the experience, talent, and creative force to help guide Sanctuary into the future. In this role as lead designer, you‘ll be setting design direction for our console content, as well as contributing heavily to our overall design efforts.
Art / Animation, Game / Level Designer / Creative Director