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August 4, 2013
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August 4, 2013
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How Quake came to one of the world's first online game services GDMag Exclusive  
by Ned Purdom [08.01.13]
In this reprint from the July 1997 issue of Game Developer magazine, id Software alum Ned Purdom reveals how Quake was first brought to the Total Entertainment Network in the late 1990s.
Business/Marketing, Console/PC, Social/Online, GD Mag, GD Mag Exclusive

When choice is bad: finding the sweet spot for player agency GDMag Exclusive 3
by Soren Johnson [07.29.13]
In this reprint from the May 2013 issue of Game Developer magazine, Soren Johnson contends that sometimes small yet elegant choices work best.
Design, Programming, GD Mag, GD Mag Exclusive

Warren Spector: Who forgot the 'role' in Role-Playing Games? GDMag Exclusive 13
by Warren Spector [07.26.13]
In this reprint from the September 1998 issue of Game Developer magazine, famed Deus Ex creator Warren Spector envisions a sandbox future where roleplaying takes center stage.
Design, GD Mag, GD Mag Exclusive

Game writers, your injokes aren't as funny as you think GDMag Exclusive 18
by Derek Sanderson [07.24.13]
In this reprint from the August 2000 issue of Game Developer magazine, Derek Sanderson warns of injokes and pop culture references spoiling the timelessness of your game.
Design, GD Mag, GD Mag Exclusive

Do we always have to strive for 'realism'? GDMag Exclusive 15
by Damion Schubert [07.22.13]
In this reprint from the January 2010 issue of Game Developer magazine, Damion Schubert contends that the pursuit of realism can sometimes lead to pretty unrealistic experiences.
Design, Art, GD Mag, GD Mag Exclusive

Lighting design fundamentals: using contrast in your game GDMag Exclusive 3
by Steve Theodore [07.19.13]
In this reprint from the April 2005 issue of Game Developer magazine, Steve Theodore concludes a two-part series on design fundamentals for lighting artists.
Art, Console/PC, GD Mag, GD Mag Exclusive

Seven Deadly Sins of strategy game design GDMag Exclusive 7
by Soren Johnson [07.16.13]
In this reprint from the April 2008 issue of Game Developer magazine, Civ 4's Soren Johnson outlines seven bad-faith practices to be avoided by strategy game developers.
Business/Marketing, Design, Programming, Console/PC, Social/Online, GD Mag, GD Mag Exclusive

The many ways to say goodbye to your studio GDMag Exclusive 2
by Matthew Wasteland & Magnus Underland [07.12.13]
In this reprint from the final (June/July 2013) issue of Game Developer magazine, Matthew Wasteland and Magnus Underland say goodbye with a "taxonomy" of developer farewells. How many do you recognize?
Programming, GD Mag, GD Mag Exclusive

Intro to User Analytics 4
by Magy Seif El-Nasr, Alessandro Canossa, Anders Drachen [05.30.13]
An intro to analytics written by the editors of Game Analytics: Maximizing the Value of Player Data, a compendium of insights from more than 50 experts in industry and research, which covers the most relevant questions: what to track, and how to analyze the data.
Business/Marketing, Design, Game Developer Magazine, Console/PC, Social/Online, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Internal Indies 1
by Steve Stopps [05.29.13]
Are there lessons from indie development that can be utilized in a larger, established studio setting? In order to answer this question, Blitz Game Studios started a simple experiment: inviting five senior developers to form a team with complete creative freedom.
Business/Marketing, Production, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Revisiting Android 1
by Patrick Miller [05.28.13]
Android's reputation lags behind iOS, but its install base certainly does not. Game Developer magazine speaks to developers from across the mobile spectrum to get a bead on the challenges and opportunities the platform offers.
Programming, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Sponsored: The World of Just Cause 2 - Using Creative Technology to Build Huge Open Landscapes 7
by Linus Blomberg [05.16.13]
A deep technical dive into how the developers of the Just Cause series create their sprawling, seamless open worlds -- exploring all of the tricks and techniques they've developed so far.
Programming, Art, Game Developer Magazine, Console/PC, Sponsored Feature, GD Mag, GD Mag Exclusive

Crowdfunding, One Year Later 3
by David Daw [05.01.13]
Game Developer Magazine asked devs behind major crowdfunding pushes from the last year -- Chris Roberts, Brenda Romero, Greg Rice, and Jim Rossignol and James Carey -- for their advice on what worked for them and what they’d do differently.
Business/Marketing, Game Developer Magazine, Console/PC, Indie, GD Mag, GD Mag Exclusive




Blizzard Entertainment — Irvine, CA, USA
[08.03.13]
Test Engineer

Network / System Admin / IT

Blizzard Entertainment — Irvine, CA, USA
[08.03.13]
Language Tester, Brazilian Portuguese

Network / System Admin / IT


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

Treyarch / Activision — Santa Monica, CA, USA
[08.02.13]
Senior UX 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
OTHER

Treyarch / Activision — Santa Monica, CA, USA
[08.02.13]
Senior Concept Artist -Temporary
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
Art / Animation

Toys for Bob / Activision — Santa Monica, CA, USA
[08.02.13]
Senior Concept Artist, Vehicles and Weapons - temporary
We’re owned by Activision. We’ve been together for 20 years, made a bunch of games, many of which are actually fun. Our office and work style are pretty damn awesome. We advocate the relocation of polar bear tribes to Antarctica. We have the best design tools around.
Art / Animation

Treyarch / Activision — Santa Monica, CA, USA
[08.02.13]
Senior Vehicle/Weapons Artist
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
Art / Animation

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