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April 26, 2015
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April 26, 2015
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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

Friends forever: The story of Sportsfriends 1
by Mike Rose [05.05.14]
Douglas Wilson and Bennett Foddy talk us through how Sportsfriends came about, from the troubles of publishing J.S. Joust on its own, to finding the perfect four games for the package.
Design, Postmortem, Production, Console/PC, Indie, Crowdfunding, Advanced Input and Output

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

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

Making Knack: An interview with Mark Cerny 7
by Christian Nutt [12.20.13]
Veteran developer Mark Cerny was lead system architect for the PlayStation 4 and also directed Knack for the launch lineup -- and here shares his game developing methodology.
Design, Production, Interview, Console/PC

Peter Molyneux: Talking to the press too early can be your undoing 5
by Brandon Sheffield [04.24.15]
Peter Molyneux, discussing his techniques for iterative development at Reboot Develop, says that talking to the press about your current idea of what your game will be can be a mistake.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Don't Miss: The postmortem of Never Alone's cross-cultural design Exclusive 1
by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
Audio, Exclusive, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Never Alone wins Game of the Year at 12th Games for Change Festival  
by Phill Cameron [04.23.15]
Never Alone has been awarded Game of the Year for the 12th Games for Change Festival.
Business/Marketing, Design, Production, Console/PC, Indie

In Defense of Valve's New Steam Workshop Storefronts 35
by Erik Waananen [04.24.15]
A modder shares his thoughts on the recent controversy surrounding Valve's announcement to provide storefronts for mods through Steam Workshop.
Business/Marketing, Production, Console/PC

Understanding attribution of royalty-free game and blog content  
by Zachary Strebeck [04.24.15]
Game lawyer Zachary Strebeck takes a look at the attribution requirements for some stock content sites and offers some insight into finding out what your responsibilities are when using royalty-free content.
Audio, Business/Marketing, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Bringing Games Back to the Living Room  
by Richard Atlas [04.23.15]
This week's blog talks about bringing games back to the living room, and the trend of indie games moving back to a multiplayer focus.
Business/Marketing, Design, Production, Indie, Social/Online

Are actual players less skilled than 20 years ago? 6
by Jaime Dominguez-Blazquez [04.23.15]
How we discovered that mobile games aren't suited for average players. Casual gamers are not what we used to call 'players' 20 years ago.
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

Interview and BETA release  
by Randell Trulson [04.23.15]
Summary of my busy week at Neuron Games, Inc.
Business/Marketing, Production, Console/PC

Demiurge Studios — Cambridge, Massachusetts, United States
Product Manager

HB Studios — Lunenburg, Nova Scotia, Canada

Treyarch / Activision — Santa Monica, California, United States
Lighting Artist (temporary) - Treyarch
Want to work on Call of Duty: Black Ops III? Then read on!

ASTRO Gaming — San Francisco, California, United States
Senior Marketing Manager - Core Products

Zindagi Games — Camarillo, California, United States
Zindagi Games is looking for Producers! — Bedford, Massachusetts, United States
Software QA Engineer

Infinity Ward / Activision — Woodland Hills, California, United States
Senior Rendering Engineer - Infinity Ward
Infinity Ward is looking for a Senior Rendering Engineer to drive the vision of what a true next gen console title can achieve. You√ʬĬôll be joining an experienced and highly capable team of engineers and content creators; you should be passionate and proactive and looking to build amazing looking games. .

Infinity Ward / Activision — Woodland Hills, California, United States
Core Systems Engineer - Infinity Ward
Infinity Ward is currently seeking a Core Systems Engineer in the Woodland Hills, CA area.

Infinity Ward / Activision — Woodland Hills, California, United States
UX Designer - Infinity Ward
As a UX Designer at Infinity Ward, you will use your user experience approach and creative design skills to build compelling and accessible interfaces for our games. You will contribute to the vision for how players experience the game for both online as well as single player experiences. You will work directly with the UI team, UI Lead and the wider team to ensure that the game√ʬĬôs interface are easily understood and support the goals of the game.

Infinity Ward / Activision — Woodland Hills, California, United States
Game Designer (Builder - SP) - Infinity Ward
Do you want to be a Single-Player Designer on some of the best-selling and most critically acclaimed shooters of all time?