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June 25, 2016
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June 25, 2016
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7 successful Early Access games that all developers should study 2
by Holly Green [06.24.16]
We sought input from several game developers on which games offer instructive examples of how to truly take full advantage of an early access campaign.
Business/Marketing, Design, Production, Console/PC

Halo Wars 2 and the challenge of bringing new players into the RTS genre 2
by Bryant Francis [06.24.16]
343 and Creative Assembly think they've figured out how to attract new players to the strategy genre with their latest entry in the Halo Wars series.
Design, Production, Console/PC, E3, Video

How much time and money should QA take (pt. 2)?  
by Gamasutra Community [06.24.16]
Project planning sets the scope of the game and its features and, through those, the amount of effort, time and money that is planned for it.
Business/Marketing, Production

Video: How Blizzard designed StarCraft II to be an eSport  
by Staff [06.23.16]
At GDC 2011 Blizzard's Dustin Browder takes the stage to deconstruct the design of Starcraft II and examine how its competitive multiplayer was tuned to serve the needs of a global eSports community.
Business/Marketing, Design, Production, Console/PC, Social/Online, Video, Vault

Smithsonian to document evolution of game industry with Video Game Pioneers Archive 2
by Chris Kerr [06.23.16]
"The Video Game Pioneers Archive will allow the Smithsonian and like-minded organizations to capture the history of this technical and creative industry."
Design, Programming, Production

What The Last Guardian developers learned about long game dev cycles  
by Bryant Francis [06.22.16]
The Last Guardian's Fumito Ueda explains to Kotaku how he remained motivated and focused after nine years of game development.
Design, Production, Console/PC

Searching For Success in Free-to-Play Conversion  
by Jake Parmley [06.24.16]
The free-to-play MMO, Skyforge, has been out for nearly a full year. Red Fox Insights latest research questions how devs, like those behind Skyforge, find success in F2P conversion.
Business/Marketing, Design, Production, Console/PC, Serious, Social/Online

What Action Henk taught us about launching on Steam Early Access  
by Lex Decrauw [06.24.16]
Tips and guidelines for (indie) studios who want to release their game on Steam Early Access. The article consists of experiences RageSquid had when we had our game Action Henk on Steam Early Access.
Business/Marketing, Production, Console/PC, Indie

E3 2016 VR: The Industry Goes All-In, But Are Audiences Ready?  
by Jake Parmley [06.23.16]
E3 2016 marked the industry’s near unanimous embrace of VR. As companies invest, Red Fox Insights analyzes how VR is shaping the future and what challenges it must overcome.
Business/Marketing, Design, Production, Console/PC, Social/Online, VR

How much people, time and money should QA take? Part2  
by Mathieu Lachance [06.23.16]
Project planning is one of the most crucial and difficult steps of a videogame development project. In this Part 2, we’ll look into the main internal factor technique we use: the “Puzzle technique”.

Creating Best Buds vs. Bad Guys with my son 8
by Richard Hill-Whittall [06.22.16]
Best Buds vs. Bad Guys - about a game I created with my son Lucas, who was 11-years old when we began (he is now 12, fast approaching 13!).
Production, Indie

Optimization of Procedurally Generated Planets for Mobile Video Games  
by Dean Smith [06.21.16]
This post is concerned with the optimal design and development of procedurally generated planetary assets for video games on mobile devices. Successful integration of procedural content for this technology is as yet, a heavily under documented topic.
Design, Programming, Production, Indie, Smartphone/Tablet

Ten4 — San Francisco, California, United States
VR / Virtual Reality Creative Director

Age of Learning, Inc. — Glendale, California, United States
Localization Producer

Age of Learning, Inc. — Glendale, California, United States
Game Designer, Development

Super Lucky Casino — San Francisco, California, United States
Game Designer for successful, profitable startup

Age of Learning, Inc. — Glendale , California, United States
Executive Producer, New Product Development

Ellen Digital Ventures, WAD Productions — Burbank, California, United States
Games Product Manager - The Ellen Show

Digit Game Studios LTD — Dublin City, Ireland
Lead Client Developer (Unity)

Digit Game Studios LTD — Dublin City, Ireland
Technical Director

Lionbridge Technologies — Irvine, California, United States
International Program Manager

Skydance Interactive — Marina del Rey, California, United States
Associate Producer
Associate Producer