Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
April 1, 2015
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

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

Video: Warren Robinett's postmortem of his classic game Adventure 2
by Staff [04.01.15]
Veteran game maker Warren Robinett takes the stage at GDC 2015 to deliver a thorough, engaging postmortem on the creation of his hit 1979 game Adventure for the Atari 2600 console.
Audio, Design, Programming, Production, Art, Console/PC, Video, Vault

Game Design Deep Dive: Tapping to control musical monkeys in Jungle Rumble 1
by Trevor Stricker [04.01.15]
How do you make a musical action game that isn't simply monkey-see, monkey do? This Deep Dive takes you into the design of Jungle Rumble, a rhythm game that isn't typical.
Audio, Design, Production, Console/PC, Indie, Smartphone/Tablet

Use BioWare's networking tech in your game -- for free 3
by Alex Wawro [03.31.15]
BioWare has released an open source version of the Java tech that powers Dragon Age: Inquisition's persistent online systems in an effort to further develop it with help from the community.
Production, Console/PC

Making Indie Games From a McDonald's: 10 Key Tips 2
by Scott Brodie [04.01.15]
Ever wish you could use McDonald's as a workplace? Hero Generations designer Scott Brodie shares his top 10 tips for making your McDream a reality.
Business/Marketing, Production, Indie

Automated Transparent Development 1
by Lars Doucet [04.01.15]
It's very hard to do rich, frequent updates to let our fans know we're not dead. So we made the computers do that for us.
Business/Marketing, Programming, Production, Console/PC, Indie

GDC 2015 The Delayed Impressions of a Games User Researcher  
by Ben Lewis-Evans [03.31.15]
What does a Games User Researcher attending GDC for the first time (along with the Games User Researcher Summit) think of the whole thing? This is an attempt to catalog and describe my experiences, with summaries of every talk I attended.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Design, Business/Marketing, Smartphone/Tablet

Avian Apocalypse Post Mortem  
by Kevin Morris [03.30.15]
Avian Apocalypse is a 2D platformer/shooter created by a team of 4 developers at SMU's Guildhall over the course of 8 weeks.
Business/Marketing, Production, Console/PC, Indie

Platform agnostic HTML5 game development and performance 1
by Matt Allan [03.30.15]
An investigation into the support and performance levels that game developers can expect from the current generation of consoles running HTML5.
Programming, Production, Console/PC, Social/Online

N3TWORK — San Francisco, California, United States
Senior Full Stack Game Engineer
Build great, multiplayer, free-to-play games for iOS and Android with a team of experienced veterans.

InnoGames GmbH — Hamburg, Germany
Team Lead Software Developer JavaScript (m/f)
Team Lead Software Developer JavaScript (m/f)

InnoGames GmbH — Hamburg, Germany
Payment Frontend Developer (m/f)
Payment Frontend Developer (m/f)

InnoGames GmbH — Hamburg, Germany
Game Designer for Düsseldorf (m/f)
Game Designer for Düsseldorf (m/f)

Bigpoint — Hamburg, Germany
Senior Producer Mobile (m/f) - Hamburg - 3382

Filament Games LLC — Madison, Wisconsin, United States
Associate Producer

Preloaded — London, England, United Kingdom

Activision Publishing — Santa Monica, California, United States
Associate Producer-Call of Duty
See job description.

Gameloft — Seattle, Washington, United States

Demiurge Studios — Cambridge, Massachusetts, United States
Game Director