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April 20, 2014
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April 20, 2014
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Understanding the successful relaunch of Final Fantasy XIV 5
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

Game developers reflect on a changed console landscape 4
by Christian Nutt [11.21.13]
How games are made, how they're purchased, and even in some cases, the definition of games has changed dramatically over the course of the past console generation.
Design, Production

Chris Roberts on Star Citizen Crowdfunding Success, and Why He Doesn't Want a Publisher 35
by Christian Nutt [09.26.13]
Chris Roberts has an atypically successful crowdfunding story -- but then again, as the creator of Wing Commander, he has an atypically successful career. With 20 million dollars in Star Citizen funding, he has insights to share.
Business/Marketing, Production, Interview, Console/PC, Crowdfunding, Alternative Funding, Digital Publishing


Video: Breaking down the seven-year development of Antichamber 3
by Staff [04.18.14]
Indie developer Alexander Bruce shares what his development philosophy and what he learned in a postmortem discussion of the development of Antichamber given at GDC 2014.
Audio, Video, GDC, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Vault

Blog: How DevOps can impact the experience of free-to-play games  
by Gamasutra Community [04.18.14]
"There are a host of technical issues that can -- and will -- undermine the player experience, even in the best-designed games."
Business/Marketing, Programming, Production, Social/Online, Smartphone/Tablet

Reminder: GDC Europe 2014 call for talks ends Monday  
by GDC Staff [04.18.14]
Don't miss the April 21 deadline to submit proposals for talks, roundtables and panel sessions at GDC Europe 2014, which will be held in Cologne, Germany August 11-13.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC Europe


Using Scrum in “Real World” Game Production 6
by Harvard Bonin [04.19.14]
There are plenty of methodologies producers and project managers can utilize in game making. One very popular method is Scrum. So why does it drive so many game makers crazy? Is it the method or the implementation?
Audio, Design, Programming, Production, Art, Console/PC, Smartphone/Tablet

10 Insightful Playtest Questions  
by Wesley Rockholz [04.18.14]
I brainstormed 10 questions that have the potential to produce valuable insights in almost any playtest questionnaire.
Business/Marketing, Design, Production

Audience Specific COPPA Compliance Approaches 101  
by Roy Smith [04.18.14]
Different games have different audiences, and the target audience for your game largely determines the approach you need to take to comply with US COPPA law. This post is audience-specific COPPA approaches for game developers 101.
Business/Marketing, Production, Social/Online, Smartphone/Tablet

The Flow Path: How I beat burnout and started having fun making games again 3
by Kee-Won Hong [04.18.14]
This is a response to my post Mistakes Were Made, and focuses on some things that have been helping me on the emotional/mental side. I discuss the dangers of crunch, the wonder of flow and my path to recovery from burnout.
Business/Marketing, Design, Programming, Production, Console/PC, Indie

Cult County Kickstarter: Funded Success or Public Failure? 12
by Jools Watsham [04.17.14]
Renegade Kid's co-founder, Jools Watsham, writes an honest and open account about their Cult County Kickstarter campaign's journey so far. With 14 days left, this midway account is a stepping stone towards either funded success or public failure.
Business/Marketing, Production, Console/PC, Indie


Treyarch / Activision — Santa Monica, California, United States
[04.19.14]
Associate Art Director - Treyarch
Come work at Treyarch in sunny Santa Monica!

Treyarch / Activision — Santa Monica, California, United States
[04.19.14]
Associate Animator (temporary) - Treyarch
Come work in sunny Santa Monica!

Activision Publishing — Santa Monica, California, United States
[04.19.14]
Executive Producer-Skylanders
See job description.

Activision Publishing — Santa Monica, California, United States
[04.19.14]
Director, Central User Testing
See job description.

Goblinworks — Redmond, Washington, United States
[04.18.14]
MMO Producer


Telltale Games — San Rafael, California, United States
[04.18.14]
Producer
Telltale Games is searching for a Producer with development and management experience. The Producer will report to the Executive Producer and will be responsible for ensuring the continued success of Telltale's revolutionary episodic model!

Hasbro — Pawtucket, Rhode Island, United States
[04.18.14]
Sr. Designer/Producer, Integrated Play


Treyarch / Activision — Santa Monica, California, United States
[04.16.14]
Associate Producer - Treyarch
Come work at Treyarch in sunny Santa Monica!

Treyarch / Activision — Santa Monica, California, United States
[04.16.14]
Production Coordinator (temporary) - Treyarch
Come work at Treyarch in sunny Santa Monica!

Vicarious Visions / Activision — Albany, New York, United States
[04.16.14]
Software Engineer-Vicarious Visions
See job description.