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June 6, 2013
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Sponsored Feature: Yesterday's Minimum Spec is Today's Mass Market - Quality Game Performance Made Simple 1
by Intel Visual Computing [05.14.13]
This paper highlights common challenges encountered during the development of three world-class games and how developers used Intel GPA to quickly solve them, resulting in significant performance and quality gains.
Programming, Production, Art, Sponsored Feature

Internal Indies 1
by Steve Stopps [05.29.13]
Are there lessons from indie development that can be utilized in a larger, established studio setting? In order to answer this question, Blitz Game Studios started a simple experiment: inviting five senior developers to form a team with complete creative freedom.
Business/Marketing, Production, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Dean Hall Discusses DayZ's Development Process 2
by Christian Nutt [05.24.13]
Project lead Dean Hall explains to Gamasutra the way his team is developing the new standalone game, including exactly what its players bring to the table and how Steam is integrated into the developers' workflow.
Design, Production, Interview, Console/PC, Indie, Social/Online

Learning to Love Handicaps in Competitive Games 25
by Keith Burgun [05.22.13]
Rubberbanding and injected randomness can level the playing field in competitive games -- letting players of various skill levels play together. But they also can create other problems, potentially harming your game's design. So why not take a look at handicaps?
Production, Interview, Console/PC

Tutorial: Simple, High-Performance Particles for Mobile 4
by Itay Duvdevani [05.20.13]
A simple but useful tutorial for creating great-looking particles on smartphones -- that won't eat up all of your performance budget.
Production, Interview, Console/PC


A 15-year-old critique of the game industry that's still relevant today GDMag Exclusive 24
by J.C. Herz [06.05.13]
"The game business has succumbed to High Concept Disease," writes J.C. Herz, in this column reprinted from a February 1998 issue of Game Developer magazine.
Business/Marketing, Design, Production, Console/PC, GD Mag, GD Mag Exclusive

Contract QA: A dead end or a foot-in-the-door? Exclusive 34
by Patrick Miller [06.04.13]
A handful of experienced devs offer some career advice on how to break into the games industry for a down-and-out QA contractor and Kotaku contributor.
Audio, Production, Console/PC, Social/Online, Exclusive

GDC Europe 2013 adds Sony Online community, Ages of Empire Online F2P talks  
by GDC Staff [06.04.13]
New GDCE 2013 talks include SOE on engaging with its MMO community over 15 years, the fall and rise of Ages of Empire Online's free-to-play model, and Applifier on the virality of top mobile games.
Business/Marketing, Design, Production, Console/PC, Social/Online


Do You Have THE Best Leaders in the Industry?  
by Keith Fuller [06.04.13]
What standard does your studio use to judge leadership? What should you focus on to improve your leadership skills? How do two Nobel prize winners fit in?
Business/Marketing, Production

Man when do I work on my game?  
by Quentin Preik [06.04.13]
In the past week or two, I"m not sure how much time I've spent on game development, or at least on game development as I (used to) think of it.
Production, Indie

The Perfect Console for Indies 5
by Martin Pichlmair [06.04.13]
A new console generation is finally arriving. In this article I take a look at what would make a console perfect for indie developers – from hardware to software, from Kickstarter support to age ratings.
Business/Marketing, Production, Console/PC, Indie

Where will your app go today? Language choice is key, find out which ones work best 7
by Christoffer Nilsson [05.31.13]
Developers often ask me what languages they should localize their games into - in this blog you'll find some suggestions for iOS and Android developers. Hint - FIGS is not enough!
Production, Smartphone/Tablet

Assembling an indie dream team, learning from Big Fish and Grubby Games, and making a roguelike for dancing 3
by John Polson [05.31.13]
The rhythm roguelike Crypt of the NecroDancer developer and IGF 2006 finalist Ryan Clark shares tips on netting big-time indie developers, lessons from shipping 10 games, and more.
Business/Marketing, Design, Programming, Production, Console/PC, Indie



Activision — Santa Monica, CA, USA
[06.05.13]
Director, Toy and Character Design
Headquartered in Santa Monica, California, Activision is a leading worldwide developer, publisher and distributor of video games. Our company has created, licensed and acquired a group of highly recognizable brands that it markets to a growing variety of consumer demographics. We are seeking individuals who will participate and contribute to our growth, and who will enjoy our fun, dynamic and highly focused business environment.
Producer / Director / Project Manager

Tarsier Studios — Malmö, , SWE
[06.04.13]
Design Director
Do you have a passion for Design and a huge amount of knowledge in your field? Do you want to work in a place full of personality, where you are encouraged to push your skills and potential to the limit? Right now, we are looking for a Design Director with the skills and vision to get things done, and done well! Our perfect candidate is both highly organised and fiercely creative; with the ability to inspire, communicate and establish the vision for our game.
Game / Level Designer / Creative Director, Producer / Director / Project Manager, Console / PC Games


Trendy Entertainment — Gainesville, FL, USA
[05.31.13]
Gameplay Producer
Join one of the most dynamic independent developers in the industry, Trendy Entertainment! We're the creators of the hit indie game 'Dungeon Defenders', which has sold over 2 million units across PC, Xbox 360, & PS3, and 3+ mil mobile downloads. Trendy's looking for a Technical Producer to join our veteran team, creating industry-changing tech & games from sunny Florida! The Technical producer will help oversee with the management, tasking, scheduling, & processes of our Engineering Team.
Producer / Director / Project Manager

Trendy Entertainment — Gainesville, FL, USA
[05.31.13]
Technical Producer
Join one of the most dynamic independent developers in the industry, Trendy Entertainment! We're the creators of the hit indie game 'Dungeon Defenders', which has sold over 2 million units across PC, Xbox 360, & PS3, and 3+ mil mobile downloads. Trendy's looking for a Technical Producer to join our veteran team, creating industry-changing tech & games from sunny Florida! The Technical producer will help oversee with the management, tasking, scheduling, & processes of our Engineering Team.
Producer / Director / Project Manager

EA - Austin — Austin, TX, USA
[05.30.13]
Producer

Producer / Director / Project Manager

Publishers Clearing House — New York City, NY, USA
[05.29.13]
Product Manager, Online Games

Producer / Director / Project Manager, Social / Online Games

Z2Live — seattle, WA, USA
[05.23.13]
Product Manager
We are looking for a sharp and disciplined product manager who will own and manage a mobile game, taking it from concept through to live operations.
Producer / Director / Project Manager