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July 26, 2016
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July 26, 2016
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Don't Miss: Games from the trash -- A history of the TRS-80 27
by Dale Dobson [07.25.16]
In this timeless retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else -- except for the game developers who learned on it, or are inspired by it.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC

At GDC Europe, get tips on being more creative with your backend tech  
by Staff [07.25.16]
With GDC Europe 2016 just weeks away, know that conference officials have lined up a great session from Playfab's Mark Val about all the ways you can creatively improve your games' backend ecosystems.
Production, Console/PC, Indie, GDC Europe

Blog: Assassin's Creed and the importance of cutting features 2
by Gamasutra Community [07.22.16]
Using Assassin's Creed: Revelations as a guiding example, Ubisoft's Stanislav Costiuc examines how cutting features from a game can actually make it a better experience.
Design, Production, Console/PC

Developers provide their [spoiler-free] take on Inside 2
by Joel Couture [07.22.16]
"Inside is the most traumatic game experience I've had. But that's exactly why I find it incredible. The game is the perfect compilation of all of my deepest fears."
Design, Production, Art, Console/PC, Indie, Video

Get a job: Cryptic Studios is looking for Producers  
by Staff [07.21.16]
The Star Trek Online dev is currently hiring producers to work closely with programmers and artists at Cryptic's Los Gatos, CA office to make sure everything comes together smoothly.
Production, Social/Online, Recruitment

Video: Dipping into Ink, 80 Days' narrative scripting language  
by Staff [07.21.16]
Inkle cofounder Joseph Humfrey takes the stage at GDC 2016 to explain how the studio's open-source narrative scripting language Ink works, and how it was used to create games like 80 Days and Sorcery!.
Design, Production, Indie, Video, Vault

Can Pokemon GO Monetise? 3
by Ramin Shokrizade [07.25.16]
While there is no doubt about the success of Pokemon GO in terms of installs and retention, how is the business model going to perform? Monetisation expert blogger Ramin Shokrizade goes under the hood (and does a lot of walking!) to find out.
Business/Marketing, Design, Production, Smartphone/Tablet

A Pre-Release View on my Mistakes 1
by Christian Hodges [07.25.16]
A brief look at the many mistakes and resulting lessons learned through developing my first independent game.
Business/Marketing, Design, Programming, Production, Art, Indie, Smartphone/Tablet

Game UX Summit 2016 – All Sessions Summary  
by Celia Hodent [07.22.16]
This detailed post describes all the Game UX Summit 2016 sessions, one by one. This event brought together 15 renowned speakers from various UX-related disciplines, from game studios and academia. The keynote speakers were Don Norman and Dan Ariely.
Business/Marketing, Design, Production, Art, Console/PC, Serious, Social/Online, Smartphone/Tablet, VR

Bound Against Time Update: Developing Across The Space-Time Continuum  
by Andrew-David Jahchan [07.21.16]
We explore the trials and tribulations of building a game that needs to run forwards and backwards through time.
Programming, Production, Console/PC, Indie

Tips for Playtesting.  
by Roque Rey [07.20.16]
We wanted to discuss our experience in the last Playtesting session we had, and talk about a few tips we encounter during the sessions. We close the entry with a few examples of what we changed from the lessons learned in the Playtesting
Design, Production, Indie

Things to be done at the Right Time  
by Evgheni Caraion [07.20.16]
There are many success stories out there on how Indie developers managed to get through the tough times and create a game that people love, is received well by the community and gets to pay the bills. Those teams did certain things at the right time.
Business/Marketing, Production, Indie

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

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.

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

Backflip Studios — Boulder, Colorado, United States
Producer for Mobile Game Studio

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)

Double Fine Productions — San Francisco, California, United States
Art Director
Double Fine Productions is currently looking for a highly experienced, professional Art Director to join our team and lead the artistic vision for Pyschonauts 2!

Squad — Mexico Cirty, Mexico
PR Senior Manager

Telltale Games — San Rafael, California, United States
Associate Build Producer