Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 21, 2014
arrowPress Releases
September 21, 2014
PR Newswire
View All





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


Game Design Deep Dive: Amnesia's 'Sanity Meter' 15
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Design

The Blue Shell and its Discontents 40
by Ian Bogost [05.30.14]
As the latest Mario Kart hitting store shelves this week, author, professor and game developer Ian Bogost draws lessons from the franchise's most (in)famous item.
Design

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs 22
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Design, Postmortem, Production, Console/PC, Indie

'Roguelikes': Getting to the heart of the it-genre 18
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

The ups and downs of doing online multiplayer as an indie 11
by Mike Rose [05.12.14]
Including online multiplayer is a difficult task, particularly for small teams. We speak to indies who've been in the trenches to get their take.
Design, Indie


Don't Miss: The Gamasutra community's game developer flashcards 7
by Gamasutra Community [09.19.14]
Developers from across Gamasutra's community contributed to this quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

What does it mean to be a game dev and a parent? #DevParents 1
by Gamasutra Community [09.19.14]
"We parents should embrace our fate and use the rollercoaster of emotions which is accompanied by parenthood to our advantage to create games only we can come up with."
Design, Production, Indie, Smartphone/Tablet

Keys to working with offsite writers  
by Gamasutra Community [09.19.14]
"Having offsite writers is crucial for our workflow, and Iíve compiled some best practices on how to manage the multiple personalities and work styles."
Design, Production, Smartphone/Tablet


A DC Developerís View from the White House Game Jam  
by Christopher Totten [09.19.14]
How participating in a Game Jam at the White House brought our new American University Game Lab together and taught us about game development in the Washington, DC area.
Design, Production, Serious, Indie

Future Game Story 7
by Martin Annander [09.19.14]
Interaction has become the broken nose of video games. Narrative storytelling the cosmetic surgery. This article on game story argues that games need to borrow less and invent more.
Design, Console/PC, Indie

First PCT GameDevs Meeting  
by Tony Yotes [09.19.14]
I hosted the first game development club meeting at the Pennsylvania College of Technology on Thursday and it went really well. Students are excited to focus on aspects of development not covered in our generic IT classes.
Design, Production, Indie

How I got into Gaming, Part 3 - Let the Games Begin  
by William Anderson [09.19.14]
How I got into Gaming, Part 3 - Let the Games Began
Design, Production, Console/PC

How I got into Gaming, Part 2 - The Interview  
by William Anderson [09.19.14]
How I got into Gaming, Part 2 - The Interview with Virgin Games
Design, Production, Console/PC


Blizzard Entertainment — Irvine, California, United States
[09.19.14]
Art Director - World of Warcraft
The art director role requires you to ignite others both as a leader and as an artist.

GREE International — Vancouver, British Columbia, Canada
[09.19.14]
Senior Game Designer
Senior Game Designer

SAE Institute — San Jose, California, United States
[09.19.14]
User Interface Design Instructor


SAE Institute — San Jose, California, United States
[09.19.14]
Compositing Instructor


HITN — Brooklyn, New York, United States
[09.19.14]
Associate Producer/Game Designer


HITN — Brooklyn, New York, United States
[09.19.14]
Freelance Game Designer


Next Games — Helsinki, Finland
[09.19.14]
Senior Game Designer


Sparx — Exeter, England, United Kingdom
[09.19.14]
Senior Games Developer
As a Senior Games Developer at Sparx, you√ʬĬôll be the one that makes work look like play. Your one mission is to make learning as awesome, fun and addictive as possible. You√ʬĬôll use your flair for making great games to get young people motivated and loving learning and, as a result, truly transform their futures.

Cloud Imperium Games — Santa Monica, California, United States
[09.18.14]
Technical Designer


Cloud Imperium Games — Santa Monica, California, United States
[09.18.14]
Technical Designer