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March 2, 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


How Divinity: Original Sin resurrected a fallen series Exclusive  
by Simon Parkin [03.02.15]
At GDC 2015, Swen Vincke, creative director of the critically acclaimed co-op role-playing game Divinity: Original Sin, described how the game brought Larian Studios back from the brink of disaster.
Design, Production, Console/PC, GDC, Exclusive

Reactive game dev: How Serious Sam 4 became The Talos Principle Exclusive  
by Alex Wawro [03.02.15]
Croteam kicks off the GDC 2015 Independent Games Summit with a talk on how the Serious Sam studio taught itself a new way to make games as it embarked on its first puzzle game: The Talos Principle.
Design, Programming, Production, Console/PC, Indie, GDC, Exclusive

Double Fine's 'heartfelt and personal' Hack 'n' Slash: A postmortem 5
by Brandon Dillon [03.02.15]
Project lead Brandon Dillon walks us through what went right and wrong during development of Double Fine's Hack 'n' Slash, an open-world exploration game about hacking and reverse engineering.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC


Man In The Moonbase (Part 2) : The Death and Life of the Best Game You Never Played  
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

Few Thoughts After Global Game Jam 2015  
by Marcin Polaczyk [03.02.15]
15 things to remember when you're going to take a part in game jam.
Design, Programming, Production, Indie

5 reasons why Unity is better for learning game development than Unreal Engine  
by Raphael Fortin [03.02.15]
Are you wondering what engine to learn between Unreal and Unity? Here are 5 reasons why Unreal might not be the best tool to learn at first.
Design, Programming, Production, Indie

Five Game Design Lessons Learned Playing Grim Fandango Remastered  
by Lauren Preston [03.02.15]
I have a special place in my heart for Grim Fandango. It’s a playable hero’s journey but with unionized bees, mad florists and squid-powered subs. Here are the top five favorite game design tips learned while playing Grim Fandango.
Design, Production, Console/PC


Bigpoint — Berlin, Germany
[03.02.15]
Lead China Product Owner (m/f) – Berlin – 3511
Lead China Product Owner (m/f) – Berlin – 3511

DropForge Games — Bellevue, Washington, United States
[02.28.15]
Senior Software Developer


Treyarch / Activision — SANTA MONICA, California, United States
[02.28.15]
Senior Lighting Artist (temporary) - Treyarch
Come join the team that brought you Call of Duty: Black Ops 1 & 2!

Treyarch / Activision — SANTA MONICA, California, United States
[02.28.15]
QA Tester (temporary) - Treyarch
Come join the team that brought you Call of Duty: Black Ops 1 & 2!

Cloud Imperium Games — Santa Monica, California, United States
[02.27.15]
Associate Producer


Cloud Imperium Games — SANTA MONICA, California, United States
[02.27.15]
Senior Producer


Nix Hydra — Los Angeles, California, United States
[02.27.15]
Programmer


Nix Hydra — Los Angeles, California, United States
[02.27.15]
Game Designer


Bigpoint — Hamburg, Germany
[02.27.15]
Senior Live Producer Action MOBA (m/f) - Hamburg - 3358
We are currently looking for a high calibre Senior Live Producer for one of our high quality innovative (Action) MOBA Games.

Infinity Ward / Activision — Woodland Hills, California, United States
[02.27.15]
UX Designer - Infinity Ward
See job description.