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July 28, 2014
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Postmortem: The Chinese Room's Amnesia: A Machine for Pigs 21
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: The 2014 Game Developer Salary Survey Exclusive  
by Kris Graft [07.28.14]
Make sure to check out our dedicated page highlighting key stories from Gamasutra's 2014 Game Developer Salary Survey, then download the whole report!
Audio, Exclusive, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Business/Marketing

Blog: Is 'better' always better? 4
by Gamasutra Community [07.28.14]
"We as game developers are constantly trying to make the best game we can. The problem is that sometimes people forget about the 'we can' part in 'the best game we can.'"
Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Why game testers should be integrated into development teams 6
by Gamasutra Community [07.28.14]
"Why should almost all game testers be integrated into the development teams, and part of the development process? The short answer is 'complexity' and 'combinatorial explosion.'"
Production, Console/PC, Social/Online, Smartphone/Tablet


Unrest: Honest Postmortem of a Kickstarter Success  
by Arvind Yadav [07.28.14]
How we set up our studio after a successful Kickstarter and managed to deliver our game.
Business/Marketing, Production, Console/PC, Indie

Our Story of Game Jams & Dev Community in Taiwan  
by Johnson Lin [07.28.14]
This post is dedicated to Faust Li. It's about the game dev community in Taiwan, showing some of what we did, and how its growth was related to Faust. You probably don't know him, but I hope you find the story meaningful.
Business/Marketing, Production, Console/PC, Indie

looking for programmer for Wuli Adventure development  
by paul Boutros [07.27.14]
Looking for a programmer to team up on Wuli Adventure! https://www.youtube.com/watch?v=mCXg6MxpOws
Programming, Production, Console/PC, Serious, Indie

Examining the E-Sports Impact on the Market  
by Ulyana Chernyak [07.26.14]
E-Sports have been slowing rising in popularity over the last decade and today's post examines what it is, the popular games and why developers should pay attention to it.
Business/Marketing, Design, Production, Console/PC, Indie

Why Developers Outsource: The Less Obvious Advantages of External Production 5
by Anton Wiegert [07.26.14]
You might think game developers only outsource "to save money" - but that's not completely accurate. In fact, there is a very long list of advantages that are much less obvious; even counter-intuitive.
Business/Marketing, Production, Art, Console/PC, Serious


Red 5 Studios — Laguna Hills, California, United States
[07.28.14]
Localization Project Manager


Cloud Imperium Games — SANTA MONICA, California, United States
[07.25.14]
Senior Producer
Cloud Imperium Games is seeking an accomplished Senior Producer for our Santa Monica, CA studio.

Crystal Dynamics — Redwood City, California, United States
[07.24.14]
Producer


American Girl — Middleton, Wisconsin, United States
[07.24.14]
Game Developer


Treyarch / Activision — Santa Monica, California, United States
[07.24.14]
Senior Gameplay Engineer - Treyarch
Come work in sunny Santa Monica!

Treyarch / Activision — Santa Monica, California, United States
[07.24.14]
Level Designer - Treyarch
Come work in sunny Santa Monica!

Gameloft — Auckland, New Zealand
[07.23.14]
GAME MONETIZATION MANAGER


Nexon America, Inc. — El Segundo , California, United States
[07.23.14]
Localization Coordinator
The Localization Producer leads and manages the localization of Nexon AmericaĂ¢Â€Â™s western game titles, usually from English to French, Italian, German, and Spanish. This position is responsible for creating effective workflow processes between internal stakeholders, external developers, and localization vendors to ensure consistent, high-quality localization.

Big Fish Games — Seattle, Washington, United States
[07.23.14]
Director of Product Management


tic toc games — North Hollywood, California, United States
[07.22.14]
Project Manager