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July 28, 2015
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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

Get a job: Cloud Imperium Games is hiring an Associate Producer 1
by Staff [07.28.15]
The studio chiefly responsible for Chris Roberts' crowdfunded space sim Star Citizen is looking to hire an associate producer to work alongside the rest of the Cloud Imperium team in Santa Monica, CA.
Production, Console/PC, Social/Online, Recruitment

Peer into the realities of game testing 2
by Christian Nutt [07.27.15]
Want to peer behind the curtain of QA? There's plenty to learn from what goes on in the testing department, a new article reveals.
Production, Console/PC

Video: Learning to love procedural art while making No Man's Sky 1
by Alex Wawro [07.27.15]
At GDC 2015, Hello Games' Grant Duncan popped up on stage to speak frankly with fellow developers about exactly how and why the studio came to procedurally generate the worlds of No Man's Sky.
Production, Art, Console/PC, Indie, Video, Vault

Discussing The Amiinsanity of the Toys to Life Market  
by Josh Bycer [07.28.15]
A certified Amiibo Addict shares his thoughts on why Nintendo has a massive winner on their hands and the issues of being a victim of its own success.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Using a 'Razor' to make a lean, focussed game  
by Asher Einhorn [07.28.15]
A razor is a simple, often used tool to keep large, creative teams on the right track.
Design, Production, Console/PC, Indie

Continued exploration of a UAT Games Studio Producer  
by Jorge Portillo [07.27.15]
The continued journey as a UAT Studio Producer is at its halfway point. This week I highlight the positives that I've witnessed though our production cycle.

Ascendance - Development Journal #2  
by Samy Dib [07.27.15]
The Ascendance Team continues work on building up the levels within the game and fleshing out the NPC dialogue system using Unreal's powerful Blueprint Scripting Tool.
Business/Marketing, Design, Production

A Journey into Production: Part III - Personal Leadership Traits  
by Samy Dib [07.27.15]
I went away for vacation this week but was able to knock out a few tasks to try and stay on schedule for Production. I go over those small items and share a few personal leadership traits that I read about and wanted to share.
Business/Marketing, Design, Production, Console/PC, Indie

Cloud Imperium Games — Santa Monica, California, United States
Associate Producer

Tripwire Interactive LLC — Roswell, Georgia, United States
Project Manager/Producer
We currently need a Project Manager, reporting to the Senior Producer, to boost our production management capability, working on Killing Floor 2 and future projects.

Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
Product Manager

Blizzard Entertainment — Irvine, California, United States
Senior Vice President, Cross Media
The senior vice president (SVP) of cross-media development oversees creative strategy and execution relating to story, cinematics and audio for Blizzard Entertainment.

Blizzard Entertainment — Irvine, California, United States
Art Manager - World of Warcraft
Managing creative talent is a creative talent all its own. As art manager, you’ll be responsible for the management of the World of Warcraft art and animation team, working with production on scheduling and tasking, and the overall growth and improvement of the art department—leveling up, as it were.

Blizzard Entertainment — Irvine, California, United States
Art Director - World of Warcraft
As a leader you will be a motivational catalyst for the art team. As an artist, you will help define the look of new characters, environments, and architecture in the WoW style. In addition to channeling the visual direction of our senior art director to the art team, the role will act as one of the key communications conduits for design and programming.

Blizzard Entertainment — Irvine, California, United States
Art Director - Diablo
Blizzard Entertainment, the developer of the most epic games in the world, is seeking an exceptionally skilled and passionate art director to help develop Blizzard’s next hit game!

Turbine Inc. — Needham, Massachusetts, United States
Senior Platform Services Engineer
Senior Platform Services Engineer

PlayQ — Santa Monica, California, United States
Senior Game Designer
PlayQ is looking for a Senior Game Designer to contribute to the development of world-class mobile games targeting a mass market. In this role you will collaborate closely with design colleagues and other departments in the creation and implementation of game systems, features, and content. Core responsibilities include owning and championing new game features from concept to implementation, building amazing puzzle game levels, and performing ongoing tuning based on testing, user analysis, and a deep awareness of the competitive marketplace.

MindBlown Labs — Oakland, California, United States