www.fgks.org   »   [go: up one dir, main page]


Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
September 5, 2015
PR Newswire
View All
View All     Submit Event






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


We should patch our games 8
by Gamasutra Community [09.04.15]
"Let's drop the 'don't patch your game'-style complaints, and instead figure out, together, how we can better patch our games."
Design, Console/PC, Indie

4 lessons that 30+ years of software dev has taught me about building games 6
by Gamasutra Community [09.04.15]
"I’ve learned some valuable lessons, many of which are surprisingly relevant to game development, as different as that is from the 'serious' side of software. I’d like to share a few relevant lessons."
Design, Programming, Production, Console/PC

What if anyone at your studio could pitch a game? Ubisoft aims to find out 12
by Alex Wawro [09.03.15]
Child of Light creative director Patrick Plourde speaks to Gamasutra about building Ubisoft's Fun House skunkworks, where anyone can pitch a game using the Fun Box toolkit.
Business/Marketing, Console/PC

Procedural dungeon generation algorithm 10
by Gamasutra Community [09.03.15]
A simple, flexible, and programmatic way to create randomly-generated dungeons for a roguelike, described with helpful images and code examples.
Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

Enemy attacks and telegraphing 2
by Gamasutra Community [09.03.15]
"In general, the specific questions an enemy can ask are based heavily (though not exclusively) on how the player is supposed to deal with incoming damage from the enemy itself."
Design, Console/PC

How a simple Madden-like name change overcame Marvel Heroes' Metacritic woes 2
by Phill Cameron [09.03.15]
We talk to Gazillion CEO David Brevik about how Marvel Heroes was successfully reborn after a lackluster launch. The secret: an annualized model akin to Microsoft software and EA sports games.
Business/Marketing, Design, Console/PC

Super Mario Maker: Nintendo's essence, in your hands 16
by Christian Nutt [09.02.15]
An in-depth analysis of Super Mario Maker as a piece of creative software, as a vehicle for game design, and as the culmination of Nintendo's star franchise.
Design, Console/PC

Why we built our own tech for our indie game 25
by Gamasutra Community [09.02.15]
"We hear two things from people who see our game for the first time: 1) They're surprised we’re not using Unity. 2) They can’t figure out how we created the game's look. These two things are directly related."
Programming, Console/PC, Indie


Postmortem: Pinball-RPG hybrid Rollers of the Realm 6
by Sean Thompson, Tony Walsh, Ericka Evans, David Evans [12.31.14]
What happens when an indie studio pulls in triple-A talent to make a game with a really weird twist? This postmortem covers the development of pinball/RPG hybrid Rollers of the Realm.
Design, Postmortem, Console/PC, Indie

Best of 2014: Gamasutra's Top Games of the Year 10
by Christian Nutt, Brandon Sheffield, Kris Graft, Alex Wawro, Leigh Alexander, Phill Cameron [12.22.14]
Making a definitive "best of" is impossible, thanks to the diversity of games out there. But Gamasutra's small staff, naturally, played a whole lot of games this year, and we all have strong opinions about the ones we loved.
Design, Console/PC, Smartphone/Tablet, Mobile Games

Q&A;: New AAA studio from 2K Games all about players' stories 7
by Christian Nutt [12.04.14]
Today, 2K Games announced the formation of a new internal studio, Hangar 13, lead up by Haden Blackman. This brand new interview delves into how he hopes to push the boundaries of triple-A game development.
Design, Interview, Console/PC

Stalled engine: The TurboGrafx-16 turns 25 28
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 22
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


Brianna Wu Talks Game Dev Trends, Industry Challenges, and GSX  
by Mitchell\"Moe\" Long [09.04.15]
Brianna Wu is leading a revolution in gaming. I recently had the great pleasure of chatting with Brianna about her work at GSX, development challenges, and the state of the industry.
Business/Marketing, Design, Programming, Art, Console/PC, Indie

Shovel Knight: Plague of Shadows: Designing Mobility Tricks  
by David D\'Angelo [09.03.15]
Part 2 of designing Plague Knight's mobility for the upcoming Shovel Knight: Plague of Shadows expansion. This article focuses on tips and tricks!
Design, Console/PC

Procedural Dungeon Generation Algorithm 10
by A Adonaac [09.03.15]
This post explains a technique for generating randomized dungeons that was first described by the developer of Tiny Keep. I'll go over it in a little more detail than the steps in the original post.
Programming, Console/PC, Indie

Dragon Quest III's fake ending is something all writers could learn from  
by Matthew Codd [09.03.15]
Fake endings are a dime a dozen in video games, but with the right execution, they can be powerful and effective. Despite its age, Dragon Quest III is a fine example of this, that all game designers and writers can learn from.
Design, Console/PC

Quad-buffered stereoscopic 3D with Unity3D 1
by Naëm Baron [09.02.15]
This post will explain the steps I went through to enable stereoscopic 3D in Unity3D. Specifically, quad-buffer stereoscopic 3D (QBS3D) used to perform professional grade 3D effects. This journey starts in 2011 and conclude with the latest release 5.1.3.
Programming, Console/PC


Artillery — Palo Alto, California, United States
[09.04.15]
Visual Effects Artist (VFX)


YAGER Development GmbH — Berlin, Germany
[09.04.15]
UI Programmer (f/m) - Flash and/or Scaleform
YAGER seeks the talent of a seasoned and passionate UI Programmer for our current AAA F2P project Dreadnought.

Pure Imagination Studios — Van Nuys, California, United States
[09.03.15]
Unreal Developer


En Masse Entertainment — Seattle, Washington, United States
[09.03.15]
Community Manager Team Lead
En Masse Entertainment (EME) is looking for someone skilled in community management and communication to lead our Community Team. As the community manager team lead, you will manage a small team focused on building and strengthening our community of PC and mobile gamers. This role represents our games and our company to the community, while advocating for our players internally. This is an exciting opportunity to expand your community management skills!

Six Foot — Houston, Texas, United States
[09.03.15]
NOC Technician Lead


Six Foot — Houston, Texas, United States
[09.03.15]
Community Manager


WEVR — Venice, California, United States
[09.03.15]
Lead Designer


Wargaming — Nicosia, Cyprus
[09.03.15]
GLOBAL PR DIRECTOR
GLOBAL PR DIRECTOR

Wargaming — Emeryville, California, United States
[09.03.15]
GLOBAL PRODUCT MARKETING MANAGER
GLOBAL PRODUCT MARKETING MANAGER

Wargaming — Nicosia, Cyprus
[09.03.15]
MARKETING PRODUCT MANAGER (ESPORTS)
MARKETING PRODUCT MANAGER (ESPORTS)