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October 23, 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


What's next for Unity and its new CEO? Co-founder David Helgason explains 23
by Christian Nutt [10.22.14]
Today, Unity announced that co-founder and CEO David Helgason would be stepping down, to be replaced by EA veteran John Riccitiello. Gamasutra speaks to Helgason about his new role and the company's future.
Business/Marketing, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Don't Miss: The Super Meat Boy postmortem  
by Edmund McMillen, Tommy Refenes [10.22.14]
Edmund McMillen and Tommy Refenes candidly discuss the development process of smash indie hit Super Meat Boy, diving into the punishing process that led to the remarkably successful retro revitalization.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Video blog: 10 things you need to know about game dev 1
by Gamasutra Community [10.22.14]
Beginners come into the industry starry-eyed at the possibilities before meeting the hard realities. This video presentation from educator Lewis Pulsipher is designed to deliver those truths.
Design, Production, Console/PC, Indie


Can Game Design be Appraised?  
by Josh Bycer [10.22.14]
The Game Industry is facing a severe issue of devaluing content which has been our fault and part of it has to do with the problem of understanding and evaluating game design.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

What Does a COPPA Compliant Game Really Look Like? 1
by Roy Smith [10.22.14]
Now that the FTC has signaled it will enforce COPPA is the industry’s “wait and see” period finally coming to an end? Read on for my thinking on how mobile games can become COPPA compliant without ruining user acquisition or game flow.
Business/Marketing, Design, Programming, Production, Smartphone/Tablet

The Musical Box #02: Mario's Galaxy of Music  
by Marcelo Martins [10.22.14]
The Musical Box features 30 articles focusing on game music production and implementation.
Audio, Programming, Production, Console/PC

Volcano Game Jam!  
by Thierry Brochart [10.22.14]
The Volcano Game Jam, november 14, 15, 16 will be huge! We are honored to have Eric Chahi (Another World...) as president of the jury!
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Smartphone/Tablet

Digital Hammer: challenging MOBAs in mobile multiplayer gaming  
by Sonja Angesleva [10.22.14]
A decade has passed since the early mobile real-time multiplayer games like Botfighters but the market is still waiting for the one title that will define the present and future for real-time multiplayer games.
Business/Marketing, Production, Smartphone/Tablet


Infinity Ward / Activision — Woodland Hills, California, United States
[10.23.14]
Senior Sound Designer - Infinity Ward
As a Senior Sound Designer at Infinity Ward, you will use your technical and creative audio skills to bring life to the action in our next big adventure. Joining an award winning team, you will help create a cinematic soundscape for our next AAA title from inception, leveraging your passion, experience and critical thinking to help guide team decisions and provide valuable input to your peers. All while applying your own craft to deliver experiences that exceed player expectations. At Infinity Ward, you’ll strive to find ways to teach and level up those around you, while continuing to

Treyarch / Activision — Santa Monica, California, United States
[10.23.14]
Multiplayer Level Designer - Treyarch
We make fun! Come work in sunny Santa Monica!

Petroglyph Games — Las Vegas, Nevada, United States
[10.22.14]
Producer


Nix Hydra — Los Angeles, California, United States
[10.22.14]
Art Director


Infinity Ward / Activision — Woodland Hills, California, United States
[10.22.14]
Senior Game Designer - Infinity Ward
Do you want to be a Single-Player Gameplay Designer on some of the best selling and most critically acclaimed shooters of all time?

Infinity Ward / Activision — Woodland Hills, California, United States
[10.22.14]
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
[10.22.14]
Senior Tools Engineer - Infinity Ward
See job description.

Crystal Dynamics — Redwood City, California, United States
[10.21.14]
Audio Lead


Filament Games LLC — Madison, Wisconsin, United States
[10.20.14]
Quality Assurance Associate


InnoGames GmbH — Hamburg, Germany
[10.20.14]
Team Lead Online Marketing - TV (m/f)
Team Lead Online Marketing - TV (m/f)