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November 28, 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


6 tips for success in the Chinese mobile game market  
by Gamasutra Community [11.28.14]
A quick guide to what it takes to make it in the Chinese mobile market -- from partnerships to localization tips and an explanation of what kinds of games Chinese users most enjoy.
Business/Marketing, Production, Smartphone/Tablet

Surpringly popular silliness: Migi Osu, a game jam postmortem  
by Gamasutra Community [11.28.14]
"In an alcohol-induced epiphany we suddenly realised that we had a good game idea and the PewDiePie game jam happened to be on the same day, so we got prototyping."
Design, Production, Console/PC, Indie

Socializing a new member in a Scrum team 1
by Gamasutra Community [11.27.14]
"Adding a new member to a team can result in conflict. Changing the group dynamic so dramatically, and without the teamís input, conflicts with Agile developmentís tenets of personal choice and team autonomy."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Which New Year's Resolutions Became Reality?  
by Koen Deetman [11.26.14]
New year resolutions are great, but how often do we turn them into a reality? Did I really pursue some of them, or have I been too lazy chasing my dreams? A year ago I wrote down 6 new years resolutions and let's see how much of them became a reality!
Business/Marketing, Production, Indie

Socializing a New Member in a Scrum Team 1
by Jon Clark [11.26.14]
This blog explores the process of incorporating a new team member into a Scrum team through Group Socialization theory and Agile development methodologies.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Migi Osu: Postmortem  
by Alex Rose [11.26.14]
An overview of the creation of Migi Osu, a game made for Indies Vs PewDiePie in one weekend at Insomnia53 festival by a group of exhibitors.
Design, Production, Console/PC, Indie

Giant Norse Elementals & The 80/20 Rule  
by William Dube [11.26.14]
Why execution matters in game development: the importance of tiny insignificant details.
Design, Production, Console/PC, Indie

Translating the Bartle Test to the F2P Market  
by Ulyana Chernyak [11.25.14]
Today's post takes the Bartle Test which was used to describe MMO player mindsets and see if it can be translated to the F2P/Social market.
Business/Marketing, Design, Production, Social/Online, Smartphone/Tablet


Activision Publishing — Santa Monica, California, United States
[11.28.14]
Senior Systems Designer
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[11.28.14]
Producer-Vicarious Visions
See job description.

Cloud Imperium Games — Austin, Texas, United States
[11.27.14]
Associate Producer


DeNA — San Francisco, California, United States
[11.27.14]
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√ʬĬôs 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
[11.27.14]
Team Lead Software Developer JavaScript (m/f)
Team Lead Software Developer JavaScript (m/f)

Gameloft New Orleans — New Orleans, Louisiana, United States
[11.26.14]
Producer


Aechelon Technology, Inc. — San Francisco, California, United States
[11.26.14]
Geospatial Engineer


Aechelon Technology, Inc. — San Francisco, California, United States
[11.26.14]
Geospatial Modeler


InnoGames GmbH — Hamburg, Germany
[11.26.14]
Community Manager The West and Tribal Wars (m/f) on -site
Community Manager The West and Tribal Wars (m/f) onsite

Activision Publishing — Carlsbad, California, United States
[11.25.14]
Associate Sound Designer (Temporary) - High Moon Studios
See job description.