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December 20, 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


Blog: How we attacked Early Access - The good, bad, and ugly 12
by Gamasutra Community [12.19.14]
"It may seem madness to pay $20 for a game that will eventually be free-to-play, but players did! And we didnt deceive them into doing it either."
Business/Marketing, Production, Console/PC, Indie

Game a week: A year in review 3
by Gamasutra Community [12.18.14]
52 weeks, 52 games. Adriel Wallick looks back at what she accomplished in 2014: "My brain is exhausted and I'm sad that it's over, but I'm excited to move onto what's next for me in games."
Design, Programming, Production, Console/PC, Indie

Communication for the win: Helping teams work together  
by Gamasutra Community [12.18.14]
Good communication: "From AAA teams to little indie outfits like us, nearly every developer has to confront this reality at some point. Still, I have seen firsthand that this can make or break a project."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Sabotaz Inc. Post Mortem Part II: Graphics and Music  
by Vasileios Karavasilis [12.19.14]
In this article I try to give you an inside look on how the development process of our game Sabotaz Inc. went! In the second part I tackle Art and Music.
Audio, Production, Art, Console/PC, Indie

What Developers Can Do About Pirating Games  
by Ulyana Chernyak [12.19.14]
Piracy is a serious concern for game developers and today's post looks at some of the options available to designers to try and combat piracy.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Advice For New Gear VR Developers  
by E McNeill [12.19.14]
Some tips on developing for the Gear VR, the mobile VR headset from Samsung and Oculus.
Design, Programming, Production, Indie, Smartphone/Tablet

The Relief of Cancelling A Project To Work On Something Better  
by Tony Yotes [12.19.14]
I finished up the HUD and stared at it. I pulled up the app icon and stared at that too. I finally gave into the voice that kept saying "This isn't going well." and imagined how much happier I'd be if I could just start my dream project. Why stop myself?
Design, Production, Indie

Hiring a gamedev artist? Here are some things to keep in mind  
by Zachary Strebeck [12.19.14]
Game lawyer Zachary Strebeck interviews game artists Art Vogt and Lux for some opinions on how game developers should deal with paying their artists.
Business/Marketing, Design, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


GREE International — Vancouver, British Columbia, Canada
[12.19.14]
Senior Product Manager
Senior Product Manager - GREE Canada, Vancouver BC

Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[12.19.14]
Game Director


Bigpoint — Hamburg, Germany
[12.19.14]
Senior Project Manager (m/f) – Hamburg – 3353
Senior Project Manager (m/f) – Hamburg – 3353

Vicarious Visions / Activision — Albany, New York, United States
[12.19.14]
Producer-Vicarious Visions
See job description.

Bigpoint GmbH — Hamburg, Germany
[12.18.14]
Senior Live Producer (m/f) – Hamburg – 3358
Senior Live Producer (m/f) – Hamburg – 3358

Bigpoint GmbH — Hamburg, Germany
[12.18.14]
Senior Producer Mobile (m/f) - Hamburg - 3382
Senior Producer Mobile (m/f) - Hamburg - 3382

Nonstop Games — Singapore, Singapore
[12.18.14]
Producer
Leading and motivating a top team of 7-8 developers, artists and designers, you’ll be the inspiration behind the creation, launch and growth of new mobile games.

Cloud Imperium Games — SANTA MONICA, California, United States
[12.17.14]
Senior Producer


Cloud Imperium Games — Austin, Texas, United States
[12.17.14]
Associate Producer


Activision Publishing — Santa Monica, California, United States
[12.17.14]
Associate Producer-Call of Duty
See job description.