Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 6, 2015
arrowPress Releases
March 6, 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:

Stalled engine: The TurboGrafx-16 turns 25 26
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

Selling a game before it's 'done': Tips and insight for paid alphas 10
by Kris Graft [08.28.14]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
Business/Marketing, Alternative Funding

Gamasutra Explains: The YouTuber Phenomenon 21
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

'Roguelikes': Getting to the heart of the it-genre 19
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

Understanding the successful relaunch of Final Fantasy XIV 10
by Christian Nutt [04.18.14]
Producer and director Naoki Yoshida sits down with Gamasutra for an in-depth interview about why he took on his successful quest to reboot a failed MMO into an all-new project.
Business/Marketing, Design, Production, Console/PC, Social/Online

One Life Left vs. Gamasutra Podcast #1: Pipelines 'n' Tubes Exclusive  
by Staff [03.05.15]
Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
Audio, Exclusive, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Podcast

CryEngine sticking to $9.90 subscription, working hard to improve 3
by Christian Nutt [03.05.15]
Gamasutra speaks to Crytek's director of production, David Bowman, about the company's efforts in the last year to broaden its user-base, improve tools and capabilities, and speak to its community.
Business/Marketing, Programming, Console/PC, GDC

The future of Morpheus, according to Sony's Shuhei Yoshida Exclusive  
by Alex Wawro [03.05.15]
Gamasutra sits down with Shuhei Yoshida, Sony's President of Worldwide Studios, to talk about the state of Project Morpheus and what developers should know about making PlayStation VR games.
Business/Marketing, Console/PC, GDC, Exclusive

User Acquisition and Attribution: The Basics (Part 1)  
by Dmitri Williams [03.04.15]
This article marks the beginning of a three-part series on user attribution
Business/Marketing, Console/PC, Smartphone/Tablet

Get your story straight 1
by Krister Karlsson [03.04.15]
By using the power of stories you can with less effort reach your audience that you're looking for. People love to read and tell stories. Try and find yours to tell.
Business/Marketing, Indie

Creating an IndieDev Email Drip Campaign  
by Bryan Fisher [03.04.15]
Get thoughts and ideas on creating an IndieDev Email Drip Campaign that'll improve your relationship with your fans.
Business/Marketing, Indie

Man In The Moonbase (Part 2) : The Death and Life of the Best Game You Never Played 2
by Darby McDevitt [03.02.15]
In 2002, Humongous Entertainment was a company known and beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title you haven't heard of: "Moonbase Commander" - the best game you never played.
Business/Marketing, Production, Console/PC

Financing Video Game Developments  
by Taylor Bair [03.02.15]
With money, one thing is constant: Risk. What do you give up to get what you need? And as a startup, where should you look first for money? This is an attempt to answer those questions using my gamedev modification of the pecking order of finance.
Business/Marketing, Production, Indie

Bluepoint Games, Inc. — Austin, Texas, United States
Character Artist (Contract)
Character Artist (Contract)

Penn State Erie, The Behrend College — Erie, Pennsylvania, United States
GAME Development Faculty Position
Game Development Faculty Position

Wandake Studios — Palo Alto, California, United States
Concept Artist

Gameloft New York — New York, New York, United States
Splash Screen Artist

Deep Silver Volition — Champaign, Illinois, United States
Senior Animation Programmer

Deep Silver Volition — Champaign, Illinois, United States
Player Investment Systems Designer

Deep Silver Volition — Champaign, Illinois, United States
Build Team Lead

Deep Silver Volition — Champaign, Illinois, United States
Senior Audio Designer

Deep Silver Volition — Champaign, Illinois, United States
Senior or Principal Programmer

Zindagi_Games — Camarillo, California, United States
Software Engineer
Zindagi Games is looking for Software Engineers!