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September 2, 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


Don't Miss: Inside the PlayStation 4 with Mark Cerny Exclusive 73
by Christian Nutt [09.02.14]
Speaking to Gamasutra, PlayStation 4 lead architect Mark Cerny explains how he began the process of designing Sony's new system -- with developers' desires.
Business/Marketing, Design, Production, Console/PC, Social/Online, Exclusive

GDC Next reveals talks on raw game design and kid-friendly apps  
by Staff [09.02.14]
Veteran game designer Tadhg Kelly and a panel of kid-friendly app developers sign on to spice up the speaker lineup at GDC Next 2014 featuring ADC this November.
Design, Production, Console/PC, Smartphone/Tablet

Discovering our game's identity by losing its name  
by Gamasutra Community [09.02.14]
"Losing the name ‘Picture This’ was a painful process, but one that’s had an enormously positive effect... we never would have considered the change has that other game not came out."
Business/Marketing, Production, Smartphone/Tablet


Just Your Average Gamer  
by Juliette Dupre [09.02.14]
What is the experience of one rather unfamous female in the industry? And what does a rather average female gamer think of the prevailing depiction of female characters in games over many years?
Design, Programming, Production, Art, Console/PC, Serious, Social/Online, Smartphone/Tablet

Gamification: The users perspective  
by Andrzej Marczewski [09.02.14]
What we need to do is step back from time to time and say “How will this actually impact the user”.
Design, Production, Smartphone/Tablet

Level design "dramas", or: "what does Super Mario Bros. 3 level 4-6 have in common with and Half Life 2 episode 2?"  
by Hamish Todd [09.01.14]
Memorable experiences are not just about "good things happenning" and "bad things happenning"; they are about complex feelings, "dramas". Dramas are what this article will look at: one from Super Mario Bros. 3, and one from Half Life 2 Episode 2.
Design, Production, Console/PC, Serious, Indie, Smartphone/Tablet

Postmortem: Terranaut  
by Philip Yao [09.01.14]
This is a postmortem of Terranaut, a 2D exploration game that took a team of seven developers over 500 man-hours to complete.
Production

Outland 17 Development - Unity Ragdoll Tutorial  
by JC Santiago [08.31.14]
Our designer recently implemented ragdoll phsyics in our latest demo. He wrote up this simple tutorial to help teach anyone else that was curious on how to make their character models flop like fish.
Design, Production, Indie


Backflip Studios — Boulder, Colorado, United States
[08.30.14]
Game Producer


Infinity Ward / Activision — Woodland Hills, California, United States
[08.30.14]
Producer - Infinity Ward
A Producer at Infinity Ward is the primary point of contact for all scheduling matters for all stakeholders for the departments he/she produces. Reporting to one of the Production Managers, the Producer works closely with the rest of the Production team under his/her Production Manager and the Leads of the departments he/she produces to create and track project schedules.

Infinity Ward / Activision — Woodland Hills, California, United States
[08.30.14]
Senior Tools Engineer - Infinity Ward
See job description.

Nexon America, Inc. — El Segundo , California, United States
[08.29.14]
Production Coordinator
The Production Coordinator is responsible for supporting the production team with scheduling, coordinating and other production support services for the game as well as assisting in executing the publishing of the game.

Machine Zone — Palo Alto, California, United States
[08.29.14]
Project Manager
We are seeking a positive, analytical, technically oriented Project Manager (PM) to join our team. The PM at Machine Zone will lead cross-functional development teams to execute against our product portfolio. An PM's main responsibility is to own the scheduling, monitoring, tracking and execution against our tight milestones and project deadlines. Qualified candidates will be self-starters, able to multi-task, be dependable, and have concise execution during times of high stress.

WB Games — San Francisco, California, United States
[08.29.14]
Development Operations Engineer


GREE International — Vancouver, British Columbia, Canada
[08.29.14]
Senior Game Designer
Senior Game Designer

SAE Institute — San Jose, California, United States
[08.29.14]
User Interface Design Instructor


SAE Institute — San Jose, California, United States
[08.29.14]
Compositing Instructor


Mixamo — San Francisco, California, United States
[08.28.14]
Animation Outsource Manager