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May 26, 2015
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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

Video: Using a real-time feedback system to make better games  
by Staff [05.25.15]
Unknown Worlds' Hugh Jeremy explains how and why building a real-time sentiment feedback system into its open-world undersea exploration game Subnautica helped the studio make a better game.
Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, Video, Vault

Sunset: Not that seventies style 2
by Gamasutra Community [05.25.15]
Tale of Tales' Michael Saymn writes about capturing the style of a decade through reference material -- not just visual, but political and cultural -- in Sunset.
Design, Production, Art, Console/PC, Indie

Postmortem of the jam process: Looking back at our Ludum Dare meetup 2
by Gamasutra Community [05.25.15]
"Why would we have a real-world meeting for a game jam that prides itself in being online? The short answer is that a real-world gathering provides a number of distinct advantages."
Production, Console/PC, Indie

We need a story! - Writing 'Salvaged'  
by Daniel Dowsing [05.21.15]
An analysis of designing Salvaged's narrative mid-way through production, of how narrative defines a game experience and the value of creative restrictions.
Design, Production, Console/PC, Indie, Smartphone/Tablet

GearVR Jam Postmortem - "Galaxy Grapple"  
by Daniel Miller-Schroeder [05.20.15]
A look at my experience with Oculus' Mobile VR Jam for the GearVR.
Design, Programming, Production, Indie, Smartphone/Tablet

Other People's Money 5
by Tim Conkling [05.20.15]
Creative arrogance, Jodorowsky's Dune, and a bunch of strangers canceling my game.
Business/Marketing, Production

Starting up a game business: Contemplating processes 4
by Juha Vainio [05.20.15]
In his third Epic Owl blog posting, Juha is contemplating the dangers of processes and offers some insight on how to overcome them.
Production, Indie, Social/Online, Smartphone/Tablet

Writing diversity for Herald Who am I to tell their story?  
by Roy van der Schilden [05.20.15]
As lead writer of Herald, I was often insecure while writing about people of color who lived in the age of colonialism. This is my personal journey to, as a white man, give an honest and realistic answer to the question: Who am I to tell their story?
Design, Production, Console/PC, Serious, Indie

Six Foot — Houston, Texas, United States
Director of Production

Goodgame Studios — Hamburg, Germany
Senior Producer (m/f)
As Senior Producer (m/f), you will be responsible for the development of one of our new mobile/online games. You will be the go-to expert for production and join forces with the product management and other experts within the team. We seek a ninja in the arts of leading an awesome team, making strategic decisions, taking on responsibility, and solving problems. We’d love to hear from you if you have extensive professional experience in the online gaming industry.

Goodgame Studios — Hamburg, Germany
Art Director (m/f)
As Art Director, you are the go-to expert in your discipline and will collaborate with the Head of Studio on all matters relating to game art to ensure our games deliver on the high standards we set.

Shiver Entertainment — South Miami, Florida, United States
Producer - Make Great Games!
Shiver is focused on building the world’s best free-to-play games for mobile, tablet and PC. Oversee the creation and development of major features for a new game in the free-to-play mobile/tablet market.

InnoGames GmbH — Hamburg, Germany
Community Manager (m/f) External
Community Manager (m/f) External

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

DropForge Games — Bellevue, Washington, United States
Senior Product Manager

DropForge Games — Bellevue, Washington, United States
Lead Game Designer

Monolith Productions — Kirkland, Washington, United States
Senior Project Manager
Monolith Productions seeks a Senior Project Manager (PM) to be responsible for shipping a large AAA quality product on multiple platforms simultaneously through all phases of production. The PM is the focal point and key driver of the process and tracking of the game.

Schell Games — Pittsburgh, Pennsylvania, United States
Advanced Producer