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September 2, 2014
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September 2, 2014
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Game Design Deep Dive: Amnesia's 'Sanity Meter' 14
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


Final Fantasy creator sees room to grow in mobile game design  
by Alex Wawro [09.02.14]
Sakaguchi shares some insight into what he's learned from his transition to mobile development as Mistwalker gears up to launch its first free-to-play mobile RPG, Terra Battle.
Design, Production, Smartphone/Tablet

Sony releases level editor that's open source and engine-agnostic 3
by Alex Wawro [09.02.14]
Developers in need of level design tech, take heart: Sony has released a standalone level editor that developers can download and use for free under the terms of the Apache 2.0 open source license.
Design, Console/PC

Don't Miss: Inside the PlayStation 4 with Mark Cerny Exclusive 73
by Christian Nutt [09.02.14]
Speaking to Gamasutra, PlayStation 4 lead architect Mark Cerny explains how he began the process of designing Sony's new system -- with developers' desires.
Business/Marketing, Design, Production, Console/PC, Social/Online, Exclusive


Just Your Average Gamer  
by Juliette Dupre [09.02.14]
What is the experience of one rather unfamous female in the industry? And what does a rather average female gamer think of the prevailing depiction of female characters in games over many years?
Design, Programming, Production, Art, Console/PC, Serious, Social/Online, Smartphone/Tablet

Branching Conversation Systems and the Working Writer, Part 1: Introduction  
by Alexander Freed [09.02.14]
For decades, branching conversation systems have been a powerful tool in game narrative. In part one of a series dedicated to the art of branching dialogue writing, we define terms and discuss what kinds of games benefit most from such systems.
Design, Console/PC, Indie

Gamification: The users perspective  
by Andrzej Marczewski [09.02.14]
What we need to do is step back from time to time and say “How will this actually impact the user”.
Design, Production, Smartphone/Tablet

"Running down corridors" : First steps in a game inspired by Dr Who  
by Joe Cutting [09.02.14]
Inspired by Dr Who, I'm looking at making an action game with no guns, but a lot of running down corridors. The first steps include four working prototypes which test different game play approaches.
Design, Indie, Social/Online, Smartphone/Tablet

On Desert Golfing and naming my company  
by Randy OConnor [09.01.14]
Randy enjoys an evocatively open-ended golf game while struggling with whether he should place his games under a moniker.
Design, Indie


Sony Computer Entertainment America LLC — San Diego, California, United States
[09.02.14]
Lead Script Writer


Mobilityware — Irvine, California, United States
[09.02.14]
Senior UI Artist


Zindagi Games — Camarillo, California, United States
[09.01.14]
Software Engineer
Zindagi Games is looking for Software Engineers of all levels to join our Programming Team!

Zindagi Games — Camarillo, California, United States
[09.01.14]
Lead/Senior Designer
Zindagi Games is looking for Lead & Senior Designers to join our Design Team!

N-Fusion Interactive — Manalapan, New Jersey, United States
[09.01.14]
Unity 3D Game Designer
N-Fusion Interactive is seeking a Game Designer for creating, implementing, communicating, and collaborating with others on compelling gameplay ideas, features, and content for titles using the Unity 3D game engine.

Retro Studios - Nintendo — Austin, Texas, United States
[09.01.14]
RETRO STUDIOS - Level 3 Engineer


Aechelon Technology, Inc. — San Francisco, California, United States
[08.31.14]
Geospatial Engineer


Aechelon Technology, Inc. — San Francisco, California, United States
[08.31.14]
Geospatial Modeler


AtomJack — Seattle, Washington, United States
[08.29.14]
Level Designer


GREE International — Vancouver, British Columbia, Canada
[08.29.14]
Senior Game Designer
Senior Game Designer