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February 11, 2016
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February 11, 2016
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Google Cardboard VR gets native Unity support  
by Chris Kerr [02.11.16]
Native Unity support will be coming to Google's entry-level virtual reality product, Google Cardboard.
Design, Programming, Production

Blog: Game industry word problems 1
by Gamasutra Community [02.11.16]
"Take your time, crunch the numbers, and make sure you have the personal financial ability to weather a few years of little to no income. It generally takes companies somewhere between 3-5 years to break even."
Production, Indie

See Pokemon GO deconstructed at GDC's Smartphone & Tablet Games Summit  
by Staff [02.11.16]
With the 2016 Game Developers Conference right around the corner, organizers would like to highlight some of the great talks taking place at the conference's Smartphone & Tablet Games Summit!
Business/Marketing, Design, Production, Smartphone/Tablet, GDC

Episodic triple-A will work, so expect more games to do it, says Hitman dev 1
by Christian Nutt [02.10.16]
Hans Seifert, head of Io Interactive: "Whenever we ship a game we think it's the best possible Hitman game we could have done. ... But, you know what? That's not always true."
Business/Marketing, Production, Console/PC

Leading PlayStation VR developer Dave Ranyard leaves Sony 1
by Chris Kerr [02.10.16]
One of Sony's leading virtual reality developers, Dr. Dave Ranyard, has left the company to pursue an independent career in the industry. 
Business/Marketing, Production

Building empathy through game design, from Valiant Hearts to Lost In Harmony  
by Alex Wawro [02.10.16]
Valiant Hearts directo-turned-Digixart cofounder Yoan Fanise shares lessons learned in the wake of launching his first indie game, and how developers can design games to inspire empathy in players.
Design, Production, Indie, Smartphone/Tablet

Lumberyard’s 5 Biggest Challenges  
by Forest Handford [02.11.16]
This post reviews some of the major hurdles Amazon will need to overcome in order to succeed with Lumberyard.
Design, Programming, Production, Console/PC, Serious, Indie

How we made a game trailer for $100.  
by Aksel Junkkila [02.10.16]
So you've put your heart and soul into developing your game for over a year and now it's time to show it to the world. You need a compelling trailer, but all you have is $100. Here is how we managed to create our trailer.
Business/Marketing, Design, Production, Art, Indie, Social/Online

Procedural and Random generation - Why do Indie devs love it so much 1
by Justin Popa [02.10.16]
If you’re an indie games advocate you’ve probably noticed a lot of games promote themselves as “Randomly Generated Levels” or “Procedurally generated world” but what does this mean? Read on to find out and why they can be a good or a bad idea...
Design, Programming, Production, Console/PC, Serious, Indie, VR

Gaming industry around the globe – South Korea, Iran and South Africa  
by Amelia Knott [02.10.16]
Judging by these three cases – South Korea, Iran, South Africa - it's clear that it's the economy in combination with politics that affect the growth of national gaming industries.
Production, Serious

Indie publishing on Steam: Maximize discoverability avoiding my mistakes. 3
by Jaime Dominguez-Blazquez [02.09.16]
A.K.A: - How early publishing can destroy your game. - Postmortem: Vortex Attack Here you will find all the tips how to properly publish your next game in STEAM and maximize its performance.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Dealing With User Feedback  
by Karlo Eldic [02.09.16]
You will always get bad comments and feedback from players, regardless of how good your game is. There is no way of pleasing everyone. But you must take it like a pro.
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Amazon — Seattle, Washington, United States
QA Manager

Amazon — Seattle, Washington, United States
Principal Technical Product Manager - GameLift
Principal Technical Product Manager - GameLift

Telltale Games — San Rafael, California, United States
Senior Product Manager, Online

PerBlue — Madison, Wisconsin, United States
Executive Producer
PerBlue is looking for a talented Executive Producer (Product Owner) to join our team. We make massively multiplayer, free-to-play mobile games played by millions of people around the world. The Product Owner role, similar to a Senior or Executive Producer, involves leading a game team. YouÂ’ll work directly with our Chief Product Officer, overseeing all aspects of the gameÂ’s development and/or operations.

Age of Learning, Inc. — Glendale, California, United States
Associate Producer, Games

Age of Learning, Inc. — Glendale, California, United States
Graphic Designer, Games

Age of Learning, Inc. — Glendale, California, United States
Producer, Games

Age of Learning, Inc. — Glendale, California, United States
Associate Producer, Operations

Age of Learning, Inc. — Glendale , California, United States
Illustrator, Games

Age of Learning, Inc. — Glendale , California, United States
Sr. UX Designer