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Don't Miss: How Maxis avoided sequel-itis on The Sims 2 1
by Staff [05.24.18]
The Sims 2 developers share what went right and wrong during development of the 2004 sequel to The Sims, exploring how the team struck a balance between fan expectations and innovation.
Design, Programming, Production, Console/PC

How the BattleTech devs built an engrossing tactics game on a budget  
by John Harris [05.24.18]
BattleTech game director Mike McCain and Harebrained manager Mitch Gitelman discuss the trade-offs and dev techniques that helped them ship a game that matched promises made on Kickstarter.
Production, Console/PC

Video: A practical guide to porting your indie game to consoles  
by Staff [05.23.18]
At GDC 2018 PlayEveryWare's Thomas O'Connor shines a light on the technical and administrative work that goes into getting a console game out the door.
Production, Console/PC, Indie, Video, Vault

Weekly Jobs Roundup: Rovio, Saber Interactive Spain, and more are hiring now!  
by Staff [05.23.18]
Here are just some of themany, manypositionsbeing advertised right now on the Gamasutra Job Board.
Design, Programming, Production, Recruitment

Crunch can put devs at odds with their own mental health, warns Blizzard dev 4
by Alissa McAloon [05.23.18]
"We have to take care of our mental health because we put a lot of a pressure on ourselves,"​ cautioned Blizzard's Thiago Klafke.

Blog: Five productivity tips for solo devs 10
by Gamasutra Community [05.23.18]
Working solo is hard. Procrastination, distraction and lack of motivation can destroy a project. Here are five simple tips to help solo developers stay productive and finish their games.

Better Together: Automated & Manual Testing  
by Keegan Dillman [05.24.18]
A QA Tester makes a case for the unification of Automated & Manual testing.
Business/Marketing, Design, Programming, Production, Console/PC, Smartphone/Tablet

How Startups Are Keeping Innovation Alive in the Social Casino Sector  
by Daniel Kashmir [05.22.18]
All of the money being poured into the social casino space should have made it more difficult for small, independent studios to compete. Instead, these startups are thriving by finding ways to keep innovating on the genre.
Business/Marketing, Production, Indie, Social/Online, Smartphone/Tablet

Five Productivity Tips for Solo Devs 10
by Shane Neville [05.22.18]
Working solo is hard. Procrastination, distraction and lack of motivation can destroy a project. Here are five simple tips to help solo developers stay productive and finish their games.
Production, Indie

Video Game Deep Cuts: The Secret Of Harry's Binding  
by Simon Carless [05.20.18]
This week's highlights include a gigantic video on the seminal The Secret Of Monkey Island, a look at Harry Potter vs. Fortnite in the mobile arena, and the future of The Binding Of Isaac, among many others.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

by Piotr Bomak [05.18.18]
This article is the beginning of the series in which we will describe the design and implementation of boss fights in X-Morph: Defense.
Design, Programming, Production, Art, Console/PC, Serious, Indie

3 books all Producers should read 6
by Richard Wood [05.18.18]
You can't learn Production from a book, but, I do believe you can take inspiration and ideas from these three and I would recommend them to all Producers, no matter your level.
Production, Serious, Indie

Outfit7 (Ekipa2 d.o.o.) — Ljubljana, Slovenia
Data Scientist (Product), (Outfit7 - Ekipa2 d.o.o. subsidiary)
Did you know that our users have fed Talking Tom more virtual chiles than have ever existed on planet Earth? Find yourself wanting to solve mysteries like this one? Energized by the idea of delving into the world of big data? Then join us and help look for answers as to why our users behave the way they do. Oh, and one more thing – when we say big data, we actually mean big fun!

Telltale Games — San Rafael, California, United States

Square Enix Co., Ltd. — Tokyo, Japan
Experienced Game Developer

innogames — Hamburg, Germany
(Senior) UI Designer for a New Mobile Game

Cold Iron Studios — San Jose, California, United States
Associate Producer
Cold Iron is seeking an experienced Associate Producer to join us in creating a shooter set in the Alien universe for consoles and PC!

Sony PlayStation — San Mateo, California, United States
Sr. Technical Project Manager (Platform Planning & Management)
The Sr. Technical Project 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.

Stanford University — Stanford, California, United States
Database Engineer

FoxNext — Playa Vista, California, United States
Executive Producer of External Development, Indie Games

505 Games — Calabasas, California, United States
Senior Producer

Tilting Point — New York, New York, United States
Game Manager