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July 30, 2016
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July 30, 2016
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Get a job: Be an Art Director at Big Fish Games  
by Staff [07.29.16]
Big Fish seeks an experienced hand to join the team as a senior art manager or art director and mentor, manage and lead a team of designers across its portfolio of mobile F2P game projects.
Production, Art, Smartphone/Tablet, Recruitment

Blog: Creating an arcade game in Unity 2
by Gamasutra Community [07.29.16]
Indie game dev Martino Wullems explains how he overcame numerous hurdles to create his first arcade game using Unity.
Design, Production, Console/PC

Blog: Unprecedented raw footage of the Japanese games industry 3
by Gamasutra Community [07.29.16]
A collection of videos from John Szczepaniak's recent documentary that shine a light on the forgotten history of Japanese game development.
Programming, Production

Eugene Jarvis and Larry DeMar reflect on their work at Robotron: 2084 dev Vid Kidz  
by Alex Wawro [07.28.16]
A fan at California Extreme captured video of veteran arcade game devs (and Defender†co-creators)†Eugene Jarvis and Larry DeMar delivering a postmortem of their work at Robotron: 2084 dev Vid Kidz.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Video

Q&A: Stifled dev on building a horror game around sound 1
by Jeremy Ooi [07.28.16]
Gattai Games' Stifled plunges players into darkness, and forces them to find their way using echolocation--that is, making sounds through a microphone.
Design, Production, Art, Indie, Video

Blog: Unexpected anxiety following a moderate success 5
by Gamasutra Community [07.27.16]
Lone wolf developer David Toulouse breaks down his nine year journey in game dev, and the anxieties that came with it.
Business/Marketing, Production, Indie

Post-Mortem: Discover O - Design with Data  
by Surojit Roy [07.29.16]
Discover O was a super casual game on the surface, but for anyone coming into mobile game development afresh, this post will give you an inside look at the systematic process that goes into building, publishing and measuring a mobile game.
Business/Marketing, Design, Production, Art, Indie, Smartphone/Tablet

Crunch: does it help and how do you know?  
by Eric Byron [07.29.16]
This article is a continuation of the series from the Game Outcomes Project and extends the discussion around crunch. Here we dig into the question of why teams crunch and how we can measure the actual impact of crunching.

Flat Kingdom post-mortem. 30 months of learning and shaping our first indie game. 1
by Gerardo Garcia [07.29.16]
Redesigning the main character of a game after launch is something very rarely seen in games, especially after 30 months of development. In this article we analyse the story and reasons behind this and other steps we took in Flat Kingdom.
Business/Marketing, Design, Production, Console/PC, Indie

Hunt The Syntax, Part One  
by Michael Heron [07.29.16]
This series sets out the historical roots of the text puzzle and the influence it has had on the evolution of video games. It begins with the first text adventures, moves on to the representation of the quest within MUDs. Part one of two.
Design, Production

Character Design in Moribund (graphical and technical)  
by Mike Papagathangelou [07.29.16]
Starting a project can be sometimes overwhelming. How should the graphics be? What should be the style? What should we focus on? On the following post we share our approach on the matter.
Design, Production, Art, Console/PC, Indie

GDAM Mature Games Podcast  
by Sande Chen [07.28.16]
In this podcast, writer and game designer Sande Chen, writer and designer C.J. Kershner, and game designer Ryon Levitt discuss the issue of games with mature themes.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online

Deluxe Entertainment Services Group — Santa Monica, California, United States
SR Real-Time FX Lead

YAGER Development GmbH — Berlin, Germany
Data Analyst (f/m)
We are looking for a skilled Data Analyst who wants to work as part of our AAA F2P project Dreadnought. Support us in providing information that will improve our game.

Telltale Games — San Rafael, California, United States

Telltale Games — San Rafael, California, United States
Senior Designer

SIXMOREVODKA — Berlin, Germany
Senior Producer
As the Senior Producer you work hands on with the Leadership of SIXMOREVODKA to drive the company's successful business development. Your key tasks include the strategy and tactical descision making, develop annual budget plans, market positioning, expansion, hiring, and the implementation of new projects.

Cryptic Studios — Los Gatos, California, United States
Producer (All Types and Levels)

Turbine Inc. — Needham, Massachusetts, United States
Senior Product Manager, Mobile
Senior Mobile Product Manager with 7+ years experience and knowledge of F2P and micro-transaction business models within mobile game space.

Respawn Entertainment — Chatsworth, California, United States
Art Producer
Respawn Entertainment is looking for an experienced outsourcing and asset approvals producer for the Star Wars TM team. This is a rare opportunity to contribute to a beloved franchise with a talented and seasoned team.

Age of Learning, Inc. — Glendale, California, United States
Director of Operations

Bohemia Interactive Simulations — Orlando, Florida, United States
Associate Producer