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August 20, 2017
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Blog: Understanding decision making using dual-process theory  
by Gamasutra Community [08.18.17]
Making decisions is essential to any game, no matter the genre or target audience. To play a game is to make decisions. While there are many different theories that approach decision making from different angles, I will focus on dual-process thinking.
Design, Production

Blog: Game music system tools and tips 2
by Gamasutra Community [08.18.17]
Several dynamic music systems were presented in the GDC 2017 audio track. In part three of her latest article series, video game composer Winifred Phillips discusses the tools and tips offered in these GDC talks.
Audio, Production

Video: Indie dev tips on picking projects, or, 'pro strats for pre-pre-production'  
by Staff [08.17.17]
Finji Games cofounder Adam Saltsman takes the stage at GDC 2016 to give a talk about how to decide what game you should be making before you start.
Business/Marketing, Production, Indie, Video, Vault

PSA: Today's the last day to pitch your GDC 2018 Main Conference talks!  
by Staff [08.17.17]
Hey devs: the call for submissions to present lectures, panels, roundtables, & posters at GDC 2018 next March closes today, Thursday, August 17 at 11:59 PM PT!
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Bringing Piczle Lines DX from mobile to Nintendo Switch  
by James Kay [08.17.17]
"The basics were ported in a matter of a couple of weeks. Of course, no project is ever as easy as it looks, and Piczle Lines DX for Switch too ran into a couple of snags." - James Kay, designer on Piczle Lines DX.
Design, Production, Console/PC, Smartphone/Tablet

Blog: Some do's and don'ts for solo game devs  
by Gamasutra Community [08.17.17]
What are the dos and don'ts when developing a game from scratch by yourself? Well, here's what I got wrong and right during the creation of my game, Mayhem Above.
Business/Marketing, Production

The Quest for the custom quest system  
by Jacob Laurits Besenbacher Kjeldsen [08.18.17]
Developing a subsystem for your game? Need to make it dynamic anyway? Why not take that extra step and make it a Unity plugin? That extra step is a big one...
Design, Programming, Production, Serious, Indie

Nintendo Silliness  
by Vitor Bulbovas [08.18.17]
Today talking about the way Nintendo tackles the international market.
Business/Marketing, Design, Production, Console/PC, Serious

How to protect your video game trademark  
by Zachary Strebeck [08.18.17]
Once you’ve named your game and registered your video game trademark, it’s time to start protecting that mark. If not, you may end up losing your rights.
Audio, Business/Marketing, Design, Programming, Production, Art

The Blank Canvas  
by David Cardenas [08.18.17]
The first blog in a series on finding commercial success for your game. This blog covers how creating boundaries can create focus and can actually allow creativity to flow.
Business/Marketing, Design, Production, Indie

Applying Data Science to Understand Your Players 2
by Adam Fletcher [08.17.17]
How can you best use data science to maximize the success of your game? Adam Fletcher of Gyroscope Software gives an overview of what data science is, why you should use data science, how to use it, and some techniques you can apply to your game.
Business/Marketing, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Production, Programming, Design, VR

Full Steam Ahead: Bringing Tiny Rails to PC  
by Glenn Stanway [08.17.17]
In early 2017, Tiny Titan Studios decided to bring its mobile title "Tiny Rails" to Steam. Producer Glenn Stanway explores the process and challenges in bringing an Android/iOS game to PC and Mac.
Design, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Telltale Games — San Rafael, California, United States
Creative Director

Respawn Entertainment — Los Angeles, California, United States
Executive Producer
Respawn Entertainment is an independent game development studio that was founded in 2010 by former co-founders of Infinity Ward and creators of the multi-billion dollar Call of Duty and Modern Warfare franchises. We have since shipped Titanfall and Titanfall 2 to critical acclaim, and are currently hiring for both our Star Wars ™ and Titanfall development teams. Our motto is gameplay first, and the opportunity to create groundbreaking AAA games with some of the best developer talent in the industry awaits our future team members.

NBCUniversal — Glendale, California, United States
Coordinator, Games & Digital Platforms

NBCUniversal — Glendale, California, United States
Production Coordinator

Square Enix Co., Ltd. — Tokyo, Japan
Experienced Game Developer

SYBO Games — Copenhagen, Denmark
Senior Game Designer

Avalanche Software — Salt Lake City, Utah, United States
Art Producer, Outsourcing

Gameloft Barcelona — Barcelona, Spain
Senior Producer

Giant Enemy Crab — Seattle, Washington, United States
Technical Producer
WeÂ’re looking for a full-time Technical Producer to help our small studio grow and flourish. We make Due Process, a session-based 5v5 tactical shooter featuring procedurally-generated maps and a planning phase where players collaborate over a map to stage clever attacks and iron-tight defenses in close quarter battle. >Giant Enemy Crab is a freshly-published studio, and this is a crucial hire for a seasoned leader we can trust to shepherd us to release. If you know all the pitfalls of game development and have wanted to shape a studio for success, this is your shot.

Wargaming America, Inc. — Emeryville, California, United States
Community Manager
The Community Manager demonstrates a deep understanding for games and the gaming industry. You live and breathe games and have a passion for being a part of and developing gaming communities. The Wargaming America Community Manager is the leader of their games Community efforts.