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Contractors
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November 8, 2009
 
24seven3D
 
GameRonins
 
Ladyluck Digital Media.
 
Technicolor
 
Tose Software USA
 
SomaTone Interactive Audio
 
Trilogy Studios
 
On-Model Corp.
 
Digital Shock
 
Spiel Studios
 
Event Calendar
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arrow IGDA Leadership Forum
Burlingame, United States
11.12.2009
 
arrow GameSoundCon
San Francisco, United States
11.13.2009
 
arrow Southwest Gaming Expo
Dallas, United States
11.20.2009
 
arrow Workshop on Network and Systems Support for Games (NetGames 2009)
Paris, France
11.23.2009
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Production Features

  Postmortem: ACE Team's Zeno Clash by Carlos Bordeu [10.08.09]
ACE Team's Zeno Clash story holds intriguing lessons for indie startups on the merit of keeping true to one's artistic vision -- and on the unpredictability of the design process. [10]
Audio, Game Design, Postmortem, Production, Visual Art
 
 
Globalizing Production for the Future by Troy Dunniway [09.23.09]
Game developers must reassess outdated production processes and mature their business models -- true globalization goes beyond outsourcing, and here are the risks, realities and rewards. [11]
Production
 
Gaming the System: How to Really Get Ahead in the Game Industry by Brandon Sheffield [09.16.09]
In this article, originally published in Game Developer magazine, pseudonymous developers of all levels share their honest, sometimes cutting thoughts on what it takes to truly succeed in each game industry discipline. [22]
Audio, Business, Game Design, Programming, Production, Visual Art
 
Postmortem: Realtime Worlds' Crackdown by Phil Wilson [09.07.09]
In this Gamasutra bonus feature, published online for the first time in honor of Realtime Worlds' upcoming APB and spinoff studio Ruffian's Crackdown 2, we reprint Game Developer magazine's October 2007 postmortem of RTW's first project, the Xbox 360-exclusive open world action game Crackdown. [2]
Business, Game Design, Postmortem, Production
 
From the Ashes of Mythos: The Art of Torchlight by Jason Beck [09.03.09]
What happens when developers lose control of a nearly-finished game soon before its planned release? After forming a new studio, Runic Games, many of the developers behind Mythos transitioned to Torchlight, and they recount the art direction decisions behind the creation of their new IP here. [8]
Business, Game Design, Production, Visual Art
  In-Depth: Inside The Making Of High Voltage's The Conduit
by Staff [08.19.09]
Extracting from a postmortem of High Voltage Software's The Conduit, Gamasutra looks at how the Wii first-person shooter's team battled with scheduling and tech issues to stay on focus and ship the game.
PC, Console, Originals, Design, Production
 
 
Gamasutra Expert Blogs: From Morals To Exhaustion
by Chris Remo [07.09.09]
In the latest highlights from Gamasutra's Expert Blogs, industry veterans write in depth about infusing games with morality, balancing weapons, and the pluses and minuses of going indie.
PC, Console, Originals, Programming, Design, Production
 
The Community Manager Interviews: Naughty Dog's Arne Meyer
by Chris Remo [04.20.09]
The first in a four-part Gamasutra series on community management features Naughty Dog's Arne Meyer on social networking, PR/community disparity, and not driving the message.
PC, Console, Mobile Console, Originals, Production
  Retro Game of the Day! Axelay
by Ron Alpert [11.07.09]
Retro Game of the Day is a daily look back at some of the games we loved (or hated) during the formative years. Today's entry is Axelay by powerhouse developer Konami.
Production
 
 
BJBK 3: The first milestone
by Ofer Rubinstein [11.06.09]
The first milestone of Banana Jump, Barrel Kick - A playable demo.
Production
 
Does anyone care on integrating complex 3D files into DAM and Workflow?
by Koen Bogaert [11.02.09]
As a vendor we receive signals that handling complex 3D files in a standard DAM and workflow environment faces huge problems. We solved this for Eidos but how relevant is this to other vendors the gaming industry?
Production
 
Time, Perspective, Value, Creativity.
by James Hofmann [11.01.09]
Some thoughts on game production processes when working solo.
Production
 
Rise, Crossover
by Ian Bogost [10.27.09]
Learning from the jazz pop instrumental
Game Design, Production
  Snowblind Studios — Bothell, WA, USA
[11.06.09]
Lead Designer - Snowblind Studios - #114430
Benefits Include:
Incentive Plan, 401(k) matching contribution, relocation assistance, referral award program, tuition reimbursement program, adoption assistance program, employee discount program, 20 days personal leave per year, 10 holidays per year (one is floating), company parties and movie outings, medical/dental/vision (employee is 100% paid, dependents are 80% paid), life, AD&D, LTD, FSA, EAP.
Game / Level Designer / Creative Director, Producer / Director / Project Manager
 
 
Gargantuan Studios — San Mateo, CA, USA
[11.06.09]
Technical Director
Gargantuan is committed to building a studio where great games are a direct result of our studio culture. We are creating a place where the team has enormous talent, where collaboration is constant, innovation is fostered, simplicity is valued, great people grow, and everyone is excited to go to work in the morning. A place where focusing on fun for the player isn’t something we have to remind ourselves to do. In short, we are building the kind of studio that we have always wanted to work in.
Producer / Director / Project Manager, Programmer / Engineer
 
Gargantuan Studios — San Mateo, CA, USA
[11.06.09]
Technical Art Director

Producer / Director / Project Manager
 
Full Sail Real World Education — Winter Park, FL, USA
[11.06.09]
Instructor - Production Methodologies

Educator / Instructor, Producer / Director / Project Manager
 
Rainbow Studios — Phoenix, AZ, USA
[11.05.09]
Senior Producer
Rainbow Studios, a subsidiary of THQ, is one of the largest video game developers in the Southwest and develops premier original and licensed titles for current and next generation console systems. We are continuing our legacy of industry-leading games by working on a variety of exciting and competitive projects. Employees choose Rainbow Studios over our competitors because we develop successful titles with broad appeal while promoting an all important work-life balance. In an industry where 2 years at one company is considered a lengthy tenure, Rainbow’s average is well over 4 years!
Producer / Director / Project Manager
 
EZD Productions — Walnut Creek, CA, USA
[11.05.09]
Production Coordinator

Producer / Director / Project Manager
 
Gazillion Entertainment — San Mateo, CA, USA
[11.05.09]
GameBase Assistant Producer
Gazillion Entertainment, Inc. is a leading developer, publisher and operator of massively multiplayer online (MMO) games for wide audiences. With team members from Apple, Blizzard Entertainment, Microsoft Game Studios, Pixar Animation Studios and many other leading companies, Gazillion has assembled talent from across the landscape of MMOs, console videogames, animated feature films and technology to address the mission of building breakthrough MMOs capable of resonating with wide audiences.
Producer / Director / Project Manager
 
Airtight Games — Redmond/Seattle, WA, USA
[11.05.09]
Producer
Airtight Games is a group of industry veterans formed around the core of the team that produced the award winning, 90 ranked game "Crimson Skies: High Road to Revenge" and the upcoming, new IP developed with Capcom called "Dark Void". We are beginning production on another original AAA IP with a top tier publisher this spring and are currently recruiting top notch talent for key positions. This is a chance to get on board a unique project with a quality focused development and publishing team.
Producer / Director / Project Manager
 
Relic Entertainment — Vancouver, BC, CAN
[11.05.09]
Senior Associate Producer
Relic Entertainment, award-winning developer of Homeworld, Dawn of War and Company of Heroes, wants an experienced and motivated Senior Associate Producer to help us manage Warhammer 40,000: Space Marine, our new console action RPG set in the Warhammer 40K Universe.
Producer / Director / Project Manager
 
2K Games — Novato, CA, USA
[11.04.09]
Senior Publisher Producer
You are the general, a smooth game-publishing machine. Budget? Check. Vertical Slice ready? Check. Marketing knows why your game matters? And how! You’re so smooth your developers refer to time before they worked with you as the “Dark Scary Time.” You were put here on this planet for the sole purpose of bringing high-quality video games to expectant gamers like a Next-Generation Digital Distribution Stork.
Producer / Director / Project Manager