January 16, 2018
2D Marketing Artist
Phosphor Games Studio
Mid to Senior Gameplay Programmer
January 16, 2018
Games software/hardware $165B+ in 2018, $230B+ in 5 years, record $2B+ investment last year
Behavioral Profiling: How to Build Useful Player Models
VR Headphones Update: Video Game Music Composers
A vivisection of Plague Inc: The Board Game (part 2) - Manufacturing and Design
Creating target movies with Unity
January 16, 2018
EA and Maxis Launch The
Sims 4 Laundry Day Stuff
THE HIDDEN ONES - THE
SEISMIC GAMES PARTNERS
WITH ALCON MEDIA GROUP
THE FAR CRY 5 x MONDO
LIMITED EDITION IS NOW...
Nyko Releases Power Shell
Case for Nintendo Switch
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Game Career Guide
Postmortem: Stardock Entertainment and Ironclad Games'
Sins of a Solar Empire: Rebellion
The story of the development of the expansion to the acclaimed strategy game -- including tips on distributed co-development across two studios, why you should do a public beta, and what happens when irreplaceable staff has to be replaced.
10 Tips: Increasing the Effectiveness of Producers
In his latest in the 10 Tips series, Tristan Donovan interviews producers from Bigpoint, Sega, RedBedlam, and Cartoon Network to find out what the most important things to bear in mind when trying to get a full-featured game done on time are.
Making a Prototype of the Future: The Development of
In the heady, early days of the FPS, new developers were trying new things -- and the story of
, an all but forgotten 3DO exclusive published by Electronic Arts, is one of a new studio, new ideas, and a direction different from the genre's current status quo.
10 Tips: Localization
Localization is not something to worry about just at the end of the project, it turns out. Gamasutra speaks to experts who've worked with Blizzard, Ubisoft, Microsoft and more to learn best practices.
Lumines Electronic Symphony
: The Untold Story
How did the PlayStation Vita's puzzle star take shape? Producer James Mielke (formerly of developer Q Entertainment) walks through early concepts for the game, outlines production difficulties -- including never-before-seen in-progress screens and video.
Postmortem: Crocodile Entertainment's
What happens when an indie team's ambition spirals out of control but the game doesn't connect with an audience at the end of the project? In this candid postmortem, two developers who started with a small idea that grew and grew share their experiences.
Postmortem: Zachtronics Industries'
The developer of the cult indie puzzle hit
explains what went into creating such a complex, nuanced game -- while still working a day job -- and also what held back the game from finding the audience it might otherwise have found.
Postmortem: Avalanche Studios'
How can the creative process turn into an "upward spiral" where everyone is firing on all cylinders -- and then, how can that upward spiral hide the real problems with the project from you? This candid postmortem has the answers.
Leading Change - An Excerpt from Beyond Critical
How do you really motivate your development team to change its methods? In this excerpt from his book Beyond Critical: Improving Leadership in Game Development, producer Keith Fuller blends personal experience and literature to explain how you can steer your team.
Jan Willem Nijman
Created as a Kickstarter bonus for indie website Venus Patrol supporters,
marks the first entry of
Super Crate Box
developer Vlambeer into the first person shooter genre -- and this is the story of how it was developed.
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