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September 18, 2014
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September 18, 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: 'Mobile VR' is much more about VR than mobile 3
by Gamasutra Community [09.18.14]
"What I do know is this: once itís all released, it will stand for itself, and the players will quickly figure out what mobile VR is really good for."
Business/Marketing, Design, Production, Smartphone/Tablet

Don't Miss: Cliff Bleszinski's game developer flashcards 86
by Staff [09.17.14]
Jazz Jackrabbit creator Cliff Bleszinski cheekily codifies developer behavior into a series of common profiles in this classic Gamasutra feature.
Design, Programming, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Video: Solving the challenges of porting Fez to PlayStation  
by Staff [09.17.14]
Speaking at GDC Europe 2014, Blitworks cofounder Miguel Angel Horna revealed with great detail his team's process for bringing Polytron's puzzle game to the Sony PlayStation platforms.
Production, Console/PC, Indie, Video, Vault

5 Ways to Aggressively Defend a Patent Lawsuit  
by Eric Buresh [09.18.14]
Often out of the blue, video game companies find themselves the target of so-called patent trolls. If you find yourself on the receiving end, you must immediately mount a defense. Here are five key steps to an effective offensive plan.
Business/Marketing, Production, Console/PC, Serious

A key ingredient for successful game studios - Positive Energy  
by Heinz Schuller [09.18.14]
Studio culture is defined by it's people, but what makes some studios great places to work vs. others? A key aspect (in my experience) is Positive Energy.
Production, Art, Console/PC, Indie

Exhibiting at Game Industry Events - A Developer's Perspective  
by Mathew Anderson [09.18.14]
What does it take to setup, manage, and tear down booths at events like E3 and Comic-Con? Here's a glimpse...
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

The Degrees of Sales and the Consumer Impact  
by Ulyana Chernyak [09.17.14]
Continuing our examination on sales in the Game Industry, today's post examines the different degrees of sales and their effect on the consumer.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

A tale of SIX: NDA's, Transparency and Trust  
by Nathaniel Green [09.17.14]
The business side of TOO DX talks about not being able to talk about things and what it is like to be working under an NDA as a small studio.
Business/Marketing, Production, Console/PC, Serious, Indie

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

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

DoubleDown Interactive — Seattle, Washington, United States
Principal Game Designer
Principal Game Designer

DoubleDown Interactive — Seattle, Washington, United States
Senior Product Manager
Senior Product Manager

Amazon — Irvine, California, United States
Software Development Manager

Amazon — Irvine, California, United States
Sr. Product Manager, Game Technology

BattleCry Studios — Austin, Texas, United States
Technical Producer
Battlecry Studios is seeking an experienced Technical Producer to help drive and coordinate development of game server, platform, and back-end technologies for our game, BATTLECRY.

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