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November 20, 2014
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November 20, 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: The Binding of Isaac postmortem 26
by Edmund McMillen [11.20.14]
How did a game destined for failure become a cult smash? In this classic feature, Edmund McMillen discusses how he added religion to Zelda, mixed it with a roguelike, and came out with a surprise hit.
Audio, Design, Programming, Production, Art, Console/PC, Indie

Tips for motivating your indie team 4
by Gamasutra Community [11.18.14]
From selecting your team members to tracking their work, this blog post offers useful advice for keeping an independently developed game project up and running.
Production, Console/PC, Indie, Smartphone/Tablet

Development realities of 'games as a service' revealed at GDC 1
by Staff [11.17.14]
The vague notion of "games as a service" is gaining traction in the industry; MunkyFun's Bethany Frank explains what LiveOps is and how developers use it to make better games at GDC 2015.
Production, Smartphone/Tablet, GDC


The Client/Vendor Relationship Laying a Solid Foundation with True Collaboration  
by Derek Smith [11.20.14]
The relationship between client and vendor can be tricky to get right. In this article I would like to focus on what I consider to be one of the most important aspects to making a successful partnership, something I call True Collaboration.
Business/Marketing, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Choosing the perfect keywords for your iOS app  
by Simon Hill [11.20.14]
Its time to generate a list of keywords that will help potential customers to find your iOS app. This article will show you how to boost your chances of choosing the right keywords for maximum App store success.
Business/Marketing, Production, Smartphone/Tablet

When Helping Harms 2
by Larry Carney [11.19.14]
A look at recent events in the Swedish games industry, and how the consumer can be harmed when a content creator and an industry merely desire to do the right thing.
Business/Marketing, Design, Production, Art, Serious

Steam Traffic Patterns Deep Dive 8
by Lars Doucet [11.19.14]
Let's analyze nearly 2 months of traffic patterns on "New Steam"
Business/Marketing, Production, Console/PC, Indie

Mobile game maps: which format is right for you  
by Junxue Li [11.19.14]
Our team has created map art for some match-3,and bubble shooting games. I have a few points about the map planning, and art creation to share. I think they might be useful to people who need these types of maps in their games, and artists who create the
Production, Art, Social/Online, Smartphone/Tablet


Cloud Imperium Games — Austin, Texas, United States
[11.20.14]
Associate Producer


DeNA — San Francisco, California, United States
[11.20.14]
Senior Producer
Our Producers are leaders who create and share a clear and compelling vision of the game and can lead a team to execute. As a Senior Producer, you hold ultimate accountability for the success of a development team. You understand and employ best practices of social F2P game design and production methodologies. KPI’s matter! You will create a fun and compelling experience for the player while ensuring the game performs in both retention and revenue.

InnoGames GmbH — Hamburg, Germany
[11.20.14]
Team Lead Software Developer JavaScript (m/f)
Team Lead Software Developer JavaScript (m/f)

Treyarch / Activision — Santa Monica, California, United States
[11.19.14]
Multiplayer Level Designer - Treyarch
We make fun! Come work in sunny Santa Monica!

Petroglyph Games — Las Vegas, Nevada, United States
[11.19.14]
Producer


Gameloft New Orleans — New Orleans, Louisiana, United States
[11.19.14]
Producer


Aechelon Technology, Inc. — San Francisco, California, United States
[11.19.14]
Geospatial Engineer


Aechelon Technology, Inc. — San Francisco, California, United States
[11.19.14]
Geospatial Modeler


InnoGames GmbH — Hamburg, Germany
[11.19.14]
Community Manager The West and Tribal Wars (m/f) on -site
Community Manager The West and Tribal Wars (m/f) onsite

Nix Hydra — Los Angeles, California, United States
[11.18.14]
Game Designer