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October 21, 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


Kellee Santiago's 10-step video game production plan 1
by Brandon Sheffield [10.21.14]
"First you have an idea for your game. Second, you make that game. Third, you iterate and playtest those mechanics until they're engaging, and fourth, you launch it."
Production, Console/PC, Smartphone/Tablet, GDC China

Techland and Gree deliver new mobile-focused talks at GDC Next  
by Staff [10.21.14]
Techland producer Pawel Rohleder and Gree International director Chris Tabasa share advice on launching mobile dev teams and sustaining mobile games for years after launch at GDC Next 2014 featuring ADC.
Business/Marketing, Production, Smartphone/Tablet

Building a game for charity that makes players care  
by Gamasutra Community [10.21.14]
"Serious games pose some unique challenges. How do you convey key messages in a clear, memorable and transparent way, while also creating an experience that succeeds as a game in its own right?"
Design, Production, Serious, Smartphone/Tablet


Optimizing Darknet  
by E McNeill [10.21.14]
60fps, 1440p, stereoscopic 3D, on a cell phone. Good luck!
Programming, Production, Indie, Smartphone/Tablet

Alternative Sales Strategies for Digital Stores -- Cross Game Promotions  
by Ulyana Chernyak [10.21.14]
Continuing our look at sales strategies, we come to the use of cross game promotions as a way to leverage IPs together to get more visibility and sales.
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

Of Moons and (Sprinting) Men - A Retrospective Interview with Santa Ragione  
by Darius Drake [10.21.14]
With Mirrormoon EP being a full year behind us, and their next big title just weeks away, I chat with the devs from Santa Ragione about game design and their interesting job as indies.
Design, Production, Art, Console/PC, Indie

If you're Playing Games, you're Already Training your Brain  
by Yannis Patras [10.21.14]
Brain training is heavily built around neuroplasticity's premises. But neuroplasticity doesn't need elaborate scientific exercises to kick in. All it needs is an entertaining context, a challenging environment, and time! And these sound very familiar...
Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet

Level up - Designing Ed Games that Grow with the Child  
by Nancy MacIntyre [10.21.14]
What drives success for developers in the kids’ educational games space? Top leaders in the kids’ educational apps space debate these topics at the Digital Kids Conference.
Business/Marketing, Production, Smartphone/Tablet


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)

Yoh — Vancouver, British Columbia, Canada
[10.17.14]
Build & Test Engineer


Nix Hydra — Los Angeles, California, United States
[10.16.14]
Programmer


Nix Hydra — Los Angeles, California, United States
[10.16.14]
Game Designer


Infinity Ward / Activision — Woodland Hills, California, United States
[10.16.14]
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

Infinity Ward / Activision — Woodland Hills, California, United States
[10.15.14]
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
[10.15.14]
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
[10.15.14]
Senior Tools Engineer - Infinity Ward
See job description.