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August 21, 2014
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August 21, 2014
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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

Get a job: Runic Games is hiring a Concept Artist  
by Staff [08.21.14]
Torchlight series developer Runic Games seeks an experienced concept artist interested in designing production concepts for a "visually cohesive and compelling fantasy game world."
Production, Art, Console/PC, Recruitment

Blog: Ludum Dare is this weekend, so here are some game jam tips!  
by Gamasutra Community [08.21.14]
The three stages of jamming: preparation, execution, and networking -- with tips for all of them, from a prior Ludum Dare jammer.
Business/Marketing, Production, Console/PC, Indie

Don't Miss: Why I've said goodbye to mobile in favor of PC 191
by Gamasutra Community [08.21.14]
"I am fed up with the whole mobile/tablet gaming market. Iíve worked hard for three years and released two games to almost every mobile device you can think of. Never again."
Business/Marketing, Production, Console/PC, Indie, Smartphone/Tablet

Evolution of MMO Maps: Moving Bases  
by Nicolas Weber-Krebs [08.21.14]
Astro Lords: Oort Cloud is the first MMO to feature moving bases. Nicolas Weber-Krebs examines the opportunities and challenges this creates for game design, and the consequences it has on processing power and hardware needs.
Design, Programming, Production, Console/PC, Indie, Social/Online

Be careful what you wish for. 6
by Paul Johnson [08.20.14]
When Steam makes your blood boil...
Business/Marketing, Production, Console/PC, Serious, Indie

Follow Your Dreams!...Or Maybe Don't. 5
by Lars Doucet [08.20.14]
Feelings on being a solid mid-level success in a world with predatory dream factories.
Business/Marketing, Design, Production, Console/PC, Indie

LAST LIFE Kickstarter Postmortem  
by Sam Farmer [08.20.14]
LAST LIFE creator Sam Farmer investigates the six months of prototyping and concept development that lead to his successful Kickstarter backed by Double Fine.
Business/Marketing, Design, Production, Art, Console/PC, Indie

Crystal Dynamics — Redwood City, California, United States

Cloud Imperium Games — SANTA MONICA, California, United States
Senior Producer
Cloud Imperium Games is seeking an accomplished Senior Producer for our Santa Monica, CA studio.

Yoh — Vancouver, British Columbia, Canada
Rendering Engineer Job

Yoh — Vancouver, British Columbia, Canada
Multiplayer Designer Job

Raven Software / Activision — Madison, Wisconsin, United States
Network Engineer
See job description.

Big Fish Games — Seattle, Washington, United States
Engineering Manager- Studios

Big Fish Games — Seattle, Washington, United States
Senior Game Developer

Backflip Studios — Boulder, Colorado, United States
Game Producer

Nix Hydra — Los Angeles, California, United States
Art Director

Smilegate West — Toronto, Ontario, Canada
Director of Live Production