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April 24, 2014
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Hack-Man: An interview with Watch Dogs' creative director 3
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

Game Animation Bootcamp: An expert roundtable Q&A 5
by Mike Jungbluth [03.07.14]
The game animation experts behind GDC's Animation Bootcamp answer questions from the development community. Even if you don't work directly in animation, this is worth a read.
Design, Art


Blog: Forcing hard currency use in F2P games 2
by Gamasutra Community [04.24.14]
"Depending on the game, a very closely calculated time in the gameplay comes, when the give-aways stop. No more free Diamonds for you, sir!"
Business/Marketing, Design, Social/Online, Smartphone/Tablet

Blog: Gamification design vs. game design 3
by Gamasutra Community [04.24.14]
Is there no middle ground? "Game design starts from the desire to make something that people will enjoy. In gamification design, you are making something that will achieve a particular goal."
Business/Marketing, Design, Social/Online, Smartphone/Tablet

That Dragon, Cancer developer shares grace through game design  
by Alex Wawro [04.23.14]
Josh Larson exhorted fellow developers to think of games as a form of communication between themselves and their players in a talk given today at the 12th annual Games for Change festival.
Design, Console/PC, Indie


Dynamics vs. Mechanics: A Pre-Analysis of Watch Dogs 2
by Bart Stewart [04.23.14]
A month before its release, Watch Dogs is being described as having a highly dynamic world conducive to thoughtful exploration, but also as having simplified mechanics better suited to exciting action. Which impression is more accurate? Both? Neither?
Design, Console/PC

We Ask Indies: Chris Suffern, creator of Super Mutant Alien Assault!  
by Nico Saraintaris [04.23.14]
Chris Suffern is a game dev from Sydney. In this Q&A he talks about starting a game dev career at 29, jams, co-op games, favourite devs and Bond, James Bond!
Design, Production, Console/PC, Indie

Blizzard's Hearthstone - The Special Treatment  
by Mikkel Faurholm [04.23.14]
Hearthstone has had a remarkable first week on the App Store with a position in the top 10 grossing in the U.S. the last two days - but should apple give them special treatment in trying to promote the app? Well, they did.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

The Power of Showing Your Work 2
by Michael Fitch [04.22.14]
One simple tool can make your work life better.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Build a Bad Guy Workshop - Designing enemies for retro games 4
by Garret Bright [04.22.14]
While solid level design can make or break a game, so does solid enemy design. Mix and match attributes from this list to help craft interesting enemies.
Design, Console/PC, Indie


Linden Lab — San Francisco, California, United States
[04.23.14]
Lead Engineer
Lead Engineer needed to lead a group of Engineers working on our iOS game, Blocksworld!

2K — Novato, California, United States
[04.23.14]
Lead Mission Designer


Gameloft — New Orleans, Louisiana, United States
[04.23.14]
R&D Game Designer


SOAR Inc. — Mountain View, California, United States
[04.23.14]
Game Designer/Narrative Writer
The MiniGame Designer/Narrative Writer will take ownership of designing a series of narrative-themed simulations and minigames for a cutting-edge games & learning product

Giant Sparrow — Santa Monica, California, United States
[04.22.14]
Game Designer


Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Starcraft II - FX Artist
Blizzard Entertainment is looking for an exceptionally skilled 3D FX artist to work on our StarCraft and Heroes of the Storm universes.

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
World of Warcraft - VFX Artist
The World of Warcraft team is looking for an animation centric FX artist. Think well beyond smoke and fire and more along the lines of chain lightning, seeds of corruption or incinerate!

Bigpoint GmbH — Berlin, Germany
[04.22.14]
Senior/ Lead Game Designer - Strategy MMO (m/f)
Bigpoint is looking for an Senior Game Designer to work on our next free to play strategy MMO in Berlin. We are taking AAA quality to the browser, with an exciting and globally popular IP. We will take online strategy gaming to the next level.

Bigpoint GmbH — Berlin, Germany
[04.22.14]
Senior/ Lead Game Designer - Strategy MMO (m/f)
Bigpoint is looking for an Senior Game Designer to work on our next free to play strategy MMO in Berlin. We are taking AAA quality to the browser, with an exciting and globally popular IP. We will take online strategy gaming to the next level.

Shiver Entertainment — Miami, Florida, United States
[04.22.14]
Systems Designers - All Levels