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August 31, 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

Classic Postmortem: Deadly Premonition Exclusive 1
by SWERY et al. [08.31.15]
The open world survival horror comedy game Deadly Premonition turns five this month. We celebrate by reprinting an exhaustive Game Developer magazine postmortem of this cult classic.
Design, Programming, Production, Art, Console/PC, Exclusive, GD Mag

Funding for smaller developers: Tips from the Game Career Guide 2
by Brandon Sheffield [08.28.15]
In this article from the 2015 annual Game Career Guide, Brandon Sheffield of Necrosoft Games offers tips on incremental funding strategies for smaller developers.
Business/Marketing, Production, Indie

Valve and HTC's Vive VR commercial launch delayed 1
by Chris Kerr [08.28.15]
Valve and HTC's Vive virtual reality headset won't be hitting shelves in 2015 as previously thought, with the duo revealing they will instead be shipping the device in Q1 2016.
Production, Console/PC

Game Mechanics and Kickstarter Update  
by James Bennett [08.31.15]
Major updates to battle code, game mechanics. Also an update on the Kickstarter launch on Sep 7.
Design, Programming, Production, Indie

The Cosmic Soundscape of Nova-111  
by Jack Menhorn [08.31.15]
Nova-111 is a "sci-fi turn-based adventure game with an innovative twist of real-time action." I did the music and sound effects for it over the course of roughly three years so I thought I'd chat about the sound of Nova-111!
Audio, Production, Console/PC, Indie

Small Indie Reaches for the Skies - The Making of Heroki  
by Michael Balm [08.31.15]
Postmortem of SEGA and indie developer Picomy's premium action-adventure platformer, Heroki--a retrospective on the five year development process of bringing the game to life.
Design, Production, Art, Indie

CRPG History Abridged III - The revenge of more RPGs that brought something new to the table 4
by Felipe Pepe [08.28.15]
A few more interesting RPGs, such as the Phantasie series, Hillsfar, Hideo Kojima's Snatcher SD, Shadowlands and a NWN2 mod.
Design, Programming, Production, Art, Console/PC, Serious, Indie

Blizzard Branding: Exploring Cross Game Marketing 2
by Josh Bycer [08.28.15]
Today's post looks at how Blizzard has been leveraging their various games and branding into Cross Game Promotions and marketing for old and new fans alike.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Vrse — Los Angeles, California, United States
Associate Product Manager

Age of Learning, Inc. — Glendale, California, United States
Senior Producer, New Product Development

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

PlayQ — Santa Monica, California, United States
Senior Game Designer
PlayQ is looking for a Senior Game Designer to contribute to the development of world-class mobile games targeting a mass market. In this role you will collaborate closely with design colleagues and other departments in the creation and implementation of game systems, features, and content. Core responsibilities include owning and championing new game features from concept to implementation, building amazing puzzle game levels, and performing ongoing tuning based on testing, user analysis, and a deep awareness of the competitive marketplace.

Bigpoint GmbH — Berlin, Germany
Senior Project Manager (m/f) – Berlin – 3509

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

Mi'pu'mi Games GmbH — Vienna, Austria
Game Engine Software Engineer

Goodgame Studios — Hamburg, Germany
Product Manager - Games (m/f)
As a Product Manager - Games (m/f) you will be responsible for the performance and strategy of one or several of our online games. You can start as a trainee or at junior, regular or senior level, depending on your experience in the online gaming industry.

Goodgame Studios — Hamburg, Germany
Art Director (m/f)
As Art Director, you are the go-to expert in your discipline and will collaborate with the Head of Studio on all matters relating to game art to ensure our games deliver on the high standards we set.

Boss Fight Entertainment, Inc. — McKinney, Texas, United States
Executive Producer