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December 16, 2018
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Blog: Why being an indie game dev is harder than ever 12
by Chris Kerr [12.13.18]
This is my contribution for data-points on the Indiepocalypse, wherein I compare my best-rated and best-selling games.
Business/Marketing, Production

Super Smash Bros. Ultimate breaks the series' launch sales record in Japan  
by Chris Kerr [12.12.18]
Super Smash Bros. Ultimate sold 1.23 million copies in Japan during its launch weekend, according to the latest sales figures from Famitsu.
Business/Marketing, Production, Console/PC

Analysts claim China's new ethics committee could spark game licensing restart  
by Chris Kerr [12.12.18]
China's decision to create an "ethics assessment committee" to vet online titles for release could suggest regulators are preparing to resume game licensing in the near future.
Business/Marketing, Production

Blog: Resources for game music composers - The big list  
by Gamasutra Community [12.12.18]
Composer Winifred Phillips has gathered together some of the top online resources and guidance available for newbies in the field of video game music. Take a look.
Audio, Production

Catching up with indie studio Tomorrow Corporation
by John Harris [12.12.18]
The members of Little Inferno and Human Resources Machine dev Tomorrow Corporation helped define the indie movement of the mid-2000s. We pick their brains and see what they're up to today.
Design, Production, Console/PC, Indie, Video

Sledgehammer Games co-founder Glen Schofield has left Activision  
by Chris Kerr [12.11.18]
The news might come as a surprise to some, given it's only been a few months since Schofield announced he'd be departing Sledgehammer to take on new "executive duties" within Activision. 
Business/Marketing, Production, Console/PC


Lessons from La Rana  
by Cole Thatcher [12.14.18]
Here are four lessons I learned while working on my latest game project, La Rana. La Rana is a game developed by fourteen graduate students at SMU Guildhall.
Production, Indie

Horses, Heists, and Guns... Oh My!  
by Michael Carroll [12.14.18]
An examination of the player motivations that are present within Rockstar's Red Dead Redemption 2.
Design, Production, Console/PC, Social/Online

Lessons from Interstellar Racing League  
by Cole Thatcher [12.13.18]
Here are four important lessons I learned about being a producer on a 55 person team.
Production, Indie

Kliuless #15: Winner Winner, Epic Dinner  
by Kenneth Liu [12.13.18]
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Business/Marketing, Design, Production, Console/PC, Serious, Social/Online, Smartphone/Tablet

Meaningful Play and Beyond: What Anthony Bourdain Taught Me About Making Games  
by Mars Ashton [12.12.18]
Anthony Bourdain was a Chef, Writer, Traveler and so much more. What did I learn after watching his shows and reading his books about making games? Everything I needed to know.
Design, Production, Serious, Indie

Making of a indie horror game  
by Arjun Sankhala [12.11.18]
Day first of making a indie horror game - downloading the assets
Design, Programming, Production, Art, Indie, Smartphone/Tablet


Sucker Punch Productions — bellevue, Washington, United States
[12.14.18]
Outsource Artist


Sucker Punch Productions — Bellevue, Washington, United States
[12.14.18]
Character Outsource Artist


WWE — Stamford, Connecticut, United States
[12.13.18]
Manager, Interactive Games


Disruptor Beam, Inc. — Framingham, Massachusetts, United States
[12.13.18]
Game Director, Star Trek Timelines


Sony PlayStation — San Mateo, California, United States
[12.12.18]
Sr. Technical Program Manager - PlayStation
The Sr. Technical Program Manager reports into the Platform Planning & Management (PPM) department’s Business Operations team and is primarily focused on “Go to Market” and in-life project management, communications & operations around the launch of platform products and features. These projects are typically platform initiatives which vary in scope and subject matter, ranging from incremental feature planning through to new hardware and software releases. The PPM team works with a broad set of internal and external teams including global counterparts responsible for all aspects of product planning and development in the PlayStation family. As such, the ideal candidate has direct experience of platform planning and/or managing projects in a global digital media entertainment environment (gaming experience/interest strongly desired).

Deep Silver FISHLABS — Hamburg, Germany
[12.12.18]
Senior Producer (f/m)


Disruptor Beam, Inc. — Framingham, Massachusetts, United States
[12.11.18]
Senior Producer


Cryptic Studios — Los Gatos, California, United States
[11.19.18]
Producer, Magic The Gathering MMO


University of Utah — Salt Lake City , Utah, United States
[10.15.18]
Assistant/Associate/Professor (Lecturer)