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April 20, 2014
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April 20, 2014
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Understanding the successful relaunch of Final Fantasy XIV 5
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

Diversity, communication, and Animal Crossing: New Leaf 1
by Christian Nutt [04.02.14]
Aya Kyogoku, co-director, and Katsuya Eguchi, producer, sit down and discuss the development of Animal Crossing: New Leaf, and how fostering a diverse, communicative team leads to the best results.
Design, Production, Console/PC, Social/Online

What's next for Puzzle & Dragons and GungHo? 13
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet, Mobile Games

Game Animation Bootcamp: An expert roundtable Q&A 5
by Mike Jungbluth [03.07.14]
The game animation experts behind GDC's Animation Bootcamp answer questions from the development community. Even if you don't work directly in animation, this is worth a read.
Design, Art

Ethical Free-to-Play Game Design (And Why it Matters) 90
by Greg Costikyan [01.10.14]
Ex-Playdom senior designer and game industry veteran Greg Costikyan takes a hard look at free-to-play design and business practices and urges the industry to change them -- as ethical design will increase long-term value.
Business/Marketing, Design, Social/Online, Smartphone/Tablet


Video: Breaking down the seven-year development of Antichamber 3
by Staff [04.18.14]
Indie developer Alexander Bruce shares what his development philosophy and what he learned in a postmortem discussion of the development of Antichamber given at GDC 2014.
Audio, Video, GDC, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Vault

The long, tricky road to release for musical exploration game Fract OSC Exclusive  
by Mike Rose [04.18.14]
Around four years in the making, psychedelic music exploration adventure Fract OSC is finally getting a well-deserved release.
Business/Marketing, Design, Console/PC, Indie, Exclusive, Video

Reminder: GDC Europe 2014 call for talks ends Monday  
by GDC Staff [04.18.14]
Don't miss the April 21 deadline to submit proposals for talks, roundtables and panel sessions at GDC Europe 2014, which will be held in Cologne, Germany August 11-13.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC Europe


Automatic avoidance for player characters on an indie budget  
by Mike Bithell [04.20.14]
A simple, easy to understand and implement solution for avoiding getting stuck on walls. Inspired by a genius, practiced on a walk to the shop, and now, here for you.
Design, Programming, Indie

Using Scrum in “Real World” Game Production 6
by Harvard Bonin [04.19.14]
There are plenty of methodologies producers and project managers can utilize in game making. One very popular method is Scrum. So why does it drive so many game makers crazy? Is it the method or the implementation?
Audio, Design, Programming, Production, Art, Console/PC, Smartphone/Tablet

10 Insightful Playtest Questions  
by Wesley Rockholz [04.18.14]
I brainstormed 10 questions that have the potential to produce valuable insights in almost any playtest questionnaire.
Business/Marketing, Design, Production

The Flow Path: How I beat burnout and started having fun making games again 3
by Kee-Won Hong [04.18.14]
This is a response to my post Mistakes Were Made, and focuses on some things that have been helping me on the emotional/mental side. I discuss the dangers of crunch, the wonder of flow and my path to recovery from burnout.
Business/Marketing, Design, Programming, Production, Console/PC, Indie

Design Precepts 1
by E McNeill [04.18.14]
A game designer's code.
Design, Indie


Penny Publications, LLC — Norwalk, Connecticut, United States
[04.18.14]
Game Designer


Hasbro — Pawtucket, Rhode Island, United States
[04.18.14]
Sr. Designer/Producer, Integrated Play


Nexon America, Inc. — El Segundo , California, United States
[04.17.14]
Web Designer - Temporary - 3 month
The Web Designer plans and creates various interactive design solutions for all aspects of our NxA and game-related online presence, including web sites, online campaigns, in-game services and events, mobile application, etc.

Darkside Game Studios — Sunrise, Florida, United States
[04.17.14]
Mid-Senior Graphics Programmer


Digital Extremes — LONDON, Ontario, Canada
[04.17.14]
UI ARTIST/DESIGNER
UI ARTIST/DESIGNER

Digital Extremes — LONDON, Ontario, Canada
[04.17.14]
UI ARTIST/DESIGNER
UI ARTIST/DESIGNER

Linden Lab — San Francisco, California, United States
[04.16.14]
Lead Engineer
Lead Engineer needed to lead a group of Engineers working on our iOS game, Blocksworld!

Gameloft — New Orleans, Louisiana, United States
[04.16.14]
R&D Game Designer


SOAR Inc. — Mountain View, California, United States
[04.16.14]
Game Designer/Narrative Writer
The MiniGame Designer/Narrative Writer will take ownership of designing a series of narrative-themed simulations and minigames for a cutting-edge games & learning product

Giant Sparrow — Santa Monica, California, United States
[04.15.14]
Game Designer