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April 24, 2014
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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

Game developers reflect on a changed console landscape 4
by Christian Nutt [11.21.13]
How games are made, how they're purchased, and even in some cases, the definition of games has changed dramatically over the course of the past console generation.
Design, Production

Chris Roberts on Star Citizen Crowdfunding Success, and Why He Doesn't Want a Publisher 35
by Christian Nutt [09.26.13]
Chris Roberts has an atypically successful crowdfunding story -- but then again, as the creator of Wing Commander, he has an atypically successful career. With 20 million dollars in Star Citizen funding, he has insights to share.
Business/Marketing, Production, Interview, Console/PC, Crowdfunding, Alternative Funding, Digital Publishing


Hack-Man: An interview with Watch Dogs' creative director 3
by Christian Nutt [04.23.14]
Creative director Jonathan Morin speaks about decisions made during the development of the hotly anticipated Watch Dogs, and his expectations for the next generation of games.
Design, Production, Console/PC

3 tips for organizing internal hackathons  
by Gamasutra Community [04.22.14]
"Before organizing a hackathon, think about the goals you hope to accomplish, as well as the strategies and logistics that will resonate well within your company culture."
Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Think you don't have the resources for user testing? Think again 2
by Gamasutra Community [04.22.14]
"User testing is critical, especially when you dont have resources to spare. The long-term benefits far outweigh the short-term costs, and if you do it right, you'll make a better game."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


We Ask Indies: Chris Suffern, creator of Super Mutant Alien Assault!  
by Nico Saraintaris [04.23.14]
Chris Suffern is a game dev from Sydney. In this Q&A he talks about starting a game dev career at 29, jams, co-op games, favourite devs and Bond, James Bond!
Design, Production, Console/PC, Indie

An interview with a twelve-year-old game developer and author  
by Irina Bratchikova [04.23.14]
Vadim developed a game called Robots Inc. with unusual voice controls (to make the robot fly, you have to make buzzing sounds; and to set off the bomb planted at the end of the game, you have to say Bang!). It isnt often you meet twelve-year-old mobile
Programming, Production

The Power of Showing Your Work 2
by Michael Fitch [04.22.14]
One simple tool can make your work life better.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Why Minesweeper Sucks & How We Hope To Fix It  
by Jeremiah Alexander [04.22.14]
Minesweeper is a classic! Most people would agree with this statement... most! For some people however, Minesweeper simply sucks! Our soon to be released game, Grave Matters, is based on Minesweeper and this is how we are trying to make it better.
Design, Production, Indie, Smartphone/Tablet

A Game Concept  
by Matt Powers [04.21.14]
Creating a game concept is one of the very first steps in video game production. In this article Matt Powers presents a game concept he developed and asks the community to provide feedback.
Business/Marketing, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Smartphone/Tablet


SG North — Toronto, Ontario, Canada
[04.23.14]
Director of Live Production


Treyarch / Activision — Santa Monica, California, United States
[04.23.14]
Associate Producer - Treyarch
Come work at Treyarch in sunny Santa Monica!

Treyarch / Activision — Santa Monica, California, United States
[04.23.14]
Production Coordinator (temporary) - Treyarch
Come work at Treyarch in sunny Santa Monica!

Vicarious Visions / Activision — Albany, New York, United States
[04.23.14]
Software Engineer-Vicarious Visions
See job description.

Sledgehammer Games / Activision — Foster City, California, United States
[04.23.14]
Desktop Support Technician, Temporary - Sledgehammer Games
See job description.

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Diablo III - Senior Concept Artist
As a senior concept artist you are at the tip of the spear of creating and championing new worlds for our games.

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Unannounced Title - Lead 3D Character Artist
Lead 3D Character Artist - Unannounced Title

Bigpoint — Hamburg, Germany
[04.22.14]
Producer (m/f) Hamburg
The Producer is responsible for the development of one or more games – from inception to launch as well as the further development of the game after launch throughout the entire product life cycle. As the Producer you will be responsible for delivering a compelling and high-quality monetizing title on time and on budget.

Bigpoint GmbH — Hamburg, Germany
[04.22.14]
Producer (m/f) - Hamburg
The Producer is responsible for the development of one or more games – from inception to launch as well as the further development of the game after launch throughout the entire product life cycle. As the Producer you will be responsible for delivering a compelling and high-quality monetizing title on time and on budget.

King — Berlin, Germany
[04.22.14]
Scrum Master (m/f)
As Scrum Master, your mission is to enable King to become the shining star of agile software development.