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July 7, 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: Innovating interactive fiction with 80 Days' Jon Ingold  
by Staff [07.07.15]
At GDC 2015 Inkle co-founder Jon Ingold explains how the outfit's design strategies evolved to produce games like 80 Days, and how it successfully fields interactive fiction games on mobile devices.
Design, Production, Console/PC, Indie, Smartphone/Tablet, Video, Vault

Don't Miss: Why I said goodbye to mobile in favor of PC 212
by Staff [07.07.15]
"I am fed up with the whole mobile/tablet gaming market," writes one developer. "Iíve worked hard for three years and released two games to almost every mobile device you can think of. Never again."
Business/Marketing, Production, Console/PC, Indie, Smartphone/Tablet

ARK hits 1 million sold, reveals UE4 modding toolset  
by Bryant Francis [07.07.15]
Studio Wildcard has announced new modding support for hit Steam early access game Ark: Survival Evolved, which has now sold an impressive 1 million copies.
Design, Programming, Production, Art, Console/PC

How Can You Tell If Youíre About To Be Laid Off?  
by Floyd Bishop [07.07.15]
How can you tell if you are about to get laid off? Sometimes you can't, but this handy guide outlines some of the key signs that the worst is about to happen.
Production, Console/PC, Smartphone/Tablet

Making a Flight Simulator?  
by Asar Dhandala [07.07.15]
Here are eight qualities that you should always consider when planning to make a flight simulator game.
Production, Smartphone/Tablet

Debating Free to Play Game Design Ethics  
by Josh Bycer [07.07.15]
This post is a response to the post about F2P Game design and whether or not its evil. I'm taking a look at both sides of this discussion and while it's not evil, there are some troubling elements.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Travelogues from a Victorian Adventure  
by Alexander Birke [07.07.15]
In this post mortem Alexander Birke explains how automation and good tools allowed a small indie team deliver a staggering amount of content for the first episode of The Adventures Of Bertram Fiddle, a classic point and click game for mobile and desktop
Programming, Production, Console/PC, Indie, Smartphone/Tablet

A modern asset pipeline: The pipeline  
by Samuel Rantaeskola [07.06.15]
The last post in the series about a modern asset pipeline. In this post we lay out how a pipeline can be structured.
Programming, Production, Art, Console/PC

Digital Extremes — London, Ontario, Canada
PR Manager

Nix Hydra — Los Angeles, California, United States
Creative Director

Nix Hydra — Los Angeles, California, United States
Game Designer

Gumi Germany GmbH — Berlin, Germany
Development Manager

Gumi Germany GmbH — Berlin, Germany
Creative Producer

Bartlet Jones Supernatural Detective Agency Inc. — San Diego, California, United States
Senior QA Tester

2K — Novato, California, United States
Producer - Core Tech
Develop quality client and server-side networking software and services with the my2K development team. Guide the my2K development team to effectively address the needs of multiple studios, games, and publishing groups.

Gearbox Software — Frisco, Texas, United States
Technical Producer

WEVR — Venice, California, United States
Visual Project Lead for Virtual Reality Project

Bigpoint — Berlin, Germany
Senior Live Producer (m/f) - Berlin - 3742