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October 31, 2014
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October 31, 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: Making games is hard 1
by Gamasutra Community [10.31.14]
On difficult decisions, and not being able to see the light at the end of the tunnel. "It feels like the number one enemy in any act of creation is time; there’s never enough of it."
Production, Indie, Smartphone/Tablet

Composing an indie RPG title track 2
by Gamasutra Community [10.30.14]
On the collaborative process of working with a composer: "I gave some specific feedback... but I ultimately needed to trust his ability to polish the piece."
Audio, Production, Console/PC, Indie

Ex-Blizzard frontman Rob Pardo shares his approach to game design  
by Alex Wawro [10.30.14]
Civilization IV designer Soren Johnson talks to ex-Blizzard designer Rob Pardo (Warcraft 3, Starcraft II) about his career and his approach to design in the new Designer Notes podcast.
Design, Production, Console/PC


GDC Next - our lecture recommendations for press.  
by Simon Carless [10.30.14]
Ahead of our GDC Next show in Los Angeles next week, our press liaison firm FortySeven Communications has again worked with us to put together a list of some of the most interesting lectures at the show.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

She's Not Playing It Wrong 48
by Laralyn McWilliams [10.30.14]
Conversations about bringing more women into game development and encouraging them to stay are always challenging. Lately, they've been almost impossible. Let's start thinking about it as a development problem and acknowledge flaws in our systems design.
Business/Marketing, Design, Production, Console/PC, Social/Online

Breasts? No thank you! 3
by Michelle Martin [10.30.14]
Maybe I should have just made a game about candy pieces. It would have been a lot easier. Calling my shiny, colorful puzzle game ‘Boob Rescue’ certainly made things a lot harder than they needed to be.
Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet, Mobile Games

Welcome to the Neighborhood: Five tips for getting to know your new local community  
by Nick Cummings [10.30.14]
Moving to a new city and meeting new people is tough—but it's even harder if you're an independent game dev. Fortunately, finding a new community of new friends and colleagues in the indie games scene is easier than ever. Here are 5 tips to get started.
Business/Marketing, Design, Production, Indie

Composing an Indie RPG Title Track 2
by Thomas Henshell [10.30.14]
Composer James Marantette sheds some light on the creative process behind the Archmage Rises title track.
Audio, Business/Marketing, Design, Production, Console/PC, Indie


Infinity Ward / Activision — Woodland Hills, California, United States
[10.30.14]
Senior Sound Designer - Infinity Ward
As a Senior Sound Designer at Infinity Ward, you will use your technical and creative audio skills to bring life to the action in our next big adventure. Joining an award winning team, you will help create a cinematic soundscape for our next AAA title from inception, leveraging your passion, experience and critical thinking to help guide team decisions and provide valuable input to your peers. All while applying your own craft to deliver experiences that exceed player expectations. At Infinity Ward, you’ll strive to find ways to teach and level up those around you, while continuing to

Treyarch / Activision — Santa Monica, California, United States
[10.30.14]
Multiplayer Level Designer - Treyarch
We make fun! Come work in sunny Santa Monica!

Petroglyph Games — Las Vegas, Nevada, United States
[10.29.14]
Producer


InnoGames GmbH — Hamburg, Germany
[10.29.14]
Community Manager The West and Tribal Wars (m/f) on -site
Community Manager The West and Tribal Wars (m/f) onsite

Crystal Dynamics — Redwood City, California, United States
[10.28.14]
Audio Lead


Uproar Studios — San Francisco, California, United States
[10.28.14]
Senior Game Producer


The Topps Company — New York, New York, United States
[10.27.14]
App Producer - STAR WARS


DoubleDown Interactive — Reno, Nevada, United States
[10.27.14]
Sr. Artist
Animation, 2D/3D generalist, Photoshop

Filament Games LLC — Madison, Wisconsin, United States
[10.27.14]
Quality Assurance Associate


InnoGames GmbH — Hamburg, Germany
[10.27.14]
Team Lead Online Marketing - TV (m/f)
Team Lead Online Marketing - TV (m/f)