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April 23, 2014
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April 23, 2014
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Inside the indie console movement: PlayStation's Adam Boyes Exclusive 1
by Brandon Sheffield [04.23.14]
What are the tastes, backgrounds and game industry experience of some of the biggest decision-makers at major console companies? We find out, starting with PlayStation's Adam Boyes.
Business/Marketing, Console/PC, Indie, Exclusive

Hack-Man: An interview with Watch Dogs' creative director  
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

Cloud Chamber: The TV show you play on Steam Exclusive  
by Mike Rose [04.23.14]
How the heck do you describe Cloud Chamber? Imagine following along with your favorite TV series, and after each episode you're able to jump online, dig deeper into what you watched, and discuss the twists and turns with fellow viewers.
Business/Marketing, Design, Console/PC, Exclusive, Video

Have you played the Train Jam games? 1
by Mike Rose [04.23.14]
In the days leading up to the Game Developers Conference this year, dozens of indie developers all boarded a train from Chicago, and sat together for 56 hours to create games.
Business/Marketing, Console/PC

Q&A: How self-publishing brought Age of Wonders 3 back to life Exclusive 2
by Alex Wawro [04.22.14]
In the wake of this fantasy 4X strategy game's remarkable launch, Gamasutra sits down with Age of Wonders 3 lead designer Lennart Sas to find out why the studio waited 11 years to return to its roots.
Business/Marketing, Design, Production, Console/PC, Indie, Exclusive, Video

Massive Atari archive heads to ICHEG for preservation  
by Christian Nutt [04.22.14]
The National Museum of Play's International Center for the History of Electronic Games has acquired a thousands-strong collection of Atari coin-op materials, stretching from 1972-1999.
Business/Marketing, Console/PC, History

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 don’t 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

New Unity offices in Moscow aim to support Russian devs  
by Mike Rose [04.23.14]
As the number of Russian developers adopting the Unity Engine grows, Unity Technologies is looking to better support these devs. The company announced today that it has opened a new office in Moscow.
Business/Marketing, Console/PC


Hack-Man: An interview with Watch Dogs' creative director  
by Christian Nutt [04.23.14]
Creative director Jonathan Morin speaks about decisions made during the development of the hotly anticipated Watch Dogs, and where he expects the medium to go as we move into the next generation.
Design, Console/PC

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

What's next for Puzzle & Dragons and GungHo? 14
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet, Mobile Games

Best of 2013: Gamasutra's Top Games of the Year 51
by Gamasutra staff [12.23.13]
In 2013, we handled our "Game of the Year" list quite differently. Instead of publishing a single top 10, Gamasutra writers simply picked five games that they loved most in 2013.
Design, Console/PC, Smartphone/Tablet


PR monitoring - March 2014 1
by Thomas Bidaux [04.22.14]
A review of the month of March in regards to the media coverage of video games and video game platforms.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Designing "The Mating Game" in Hero Generations  
by Scott Brodie [04.22.14]
The most unique aspect of Hero Generations is the concept of finding a mate, settling down, and having a child. This article details how the system works, some of the design challenges I ran into, and how I expect the system to change over development.
Design, Console/PC, Indie

Creating the GUI  
by Armando Miguel Cerasoli Quintero [04.22.14]
A small update of what I'm currently working on: the GUI for Emancipation.
Design, Programming, Console/PC, Indie

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

25 Years of GAME BOY 2
by Brian Davis [04.21.14]
The GAME BOY was released on April 21, 1989 in Japan. This low-spec portable video game console changed the way we played video games and expanded the audience. To celebrate, let's share our GAME BOY origin stories. Happy 25th Anniversary, old friend.
Console/PC


Blur Studio — Culver City, California, United States
[04.23.14]
3dsMax FX Artist


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

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

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
World of Warcraft - Environment Artist
Blizzard Entertainment is looking for an exceptionally skilled environment artist to work on the award winning game, World of Warcraft. The ideal candidate has experience modeling and texturing assets for a diverse visual range of environments.

Blur Studio — Culver City, California, United States
[04.22.14]
3dsMax Layout Artist
Blur Studio- Experienced 3dsMax Layout Artist

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Unannouced Title - Lead Technical Artist
As a player, there’s nothing like exploring a new world for the first time. That sense of awe and wonder can be found in literally anything...

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Cinematics - Lead Animator, In-Game Cinematics
Blizzard Entertainment is looking for a talented lead animator to assist our Cinematics team in creating the next generation of in-game animated films. The in-game pipeline uses assets from the game team and the final renders are made using the game team's rendering engine. The in-game animation team works at a fast pace and is responsible for a large portion of story driven content. The lead animator will manage a team of animators, spearheading project planning and ensuring our artistic quality while staying on schedule. This person should will have top-notch animation skills and be is able to translate the director’s vision into actionable feedback for the team.

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Cinematics - Lead Animator, Pre-Rendered Cinematics
Blizzard Entertainment is looking for a talented lead animator to assist our Cinematics team in creating the next generation of pre-rendered animated films. The lead animator will manage a team of animators, spearheading project planning and ensuring our artistic quality while staying on schedule. This person will have top-notch animation skills and is able to translate the director’s vision into actionable feedback for the team.

Nintendo of America Inc. — Redmond, Washington, United States
[04.22.14]
Product Development Analyst
Product Development Analyst

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.