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January 29, 2015
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January 29, 2015
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Postmortem: Pinball-RPG hybrid Rollers of the Realm 5
by Sean Thompson, Tony Walsh, Ericka Evans, David Evans [12.31.14]
What happens when an indie studio pulls in triple-A talent to make a game with a really weird twist? This postmortem covers the development of pinball/RPG hybrid Rollers of the Realm.
Design, Postmortem, Console/PC, Indie

Best of 2014: Gamasutra's Top Games of the Year 9
by Christian Nutt, Brandon Sheffield, Kris Graft, Alex Wawro, Leigh Alexander, Phill Cameron [12.22.14]
Making a definitive "best of" is impossible, thanks to the diversity of games out there. But Gamasutra's small staff, naturally, played a whole lot of games this year, and we all have strong opinions about the ones we loved.
Design, Console/PC, Smartphone/Tablet, Mobile Games

Q&A: New AAA studio from 2K Games all about players' stories 6
by Christian Nutt [12.04.14]
Today, 2K Games announced the formation of a new internal studio, Hangar 13, lead up by Haden Blackman. This brand new interview delves into how he hopes to push the boundaries of triple-A game development.
Design, Interview, Console/PC

Rebooting the world's first MMORPG: A Habitat story 2
by Chris Barylick [10.06.14]
Recently, the original creators of the world's first massively multiplayer online role-playing game got together with other game developers to bring a history to the present.
Design, Social/Online, History

Game Design Deep Dive: Amnesia's 'Sanity Meter' 15
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.

Don't Miss: The top 10 weird children of games and neuroscience 25
by Erin Robinson [01.28.15]
In this classic 2011 feature, indie game developer and former neuroscience researcher Erin Robinson takes a look at ten particularly interesting studies to see what they can teach us as game makers.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

5 'small but important' tips gleaned from the Global Game Jam  
by Gamasutra Community [01.28.15]
"Realizing these aspects of game jams helped us a lot, so maybe it will help you too," writes Donald Kooiker, Global Game Jam participant from two-person team Duckbridge.
Design, Production, Indie

A diary of compromises: The process of making Girl's Flu for Global Game Jam  
by Gamasutra Community [01.28.15]
One Global Game Jam participant looks back at the process involved in creating Girl's Flu, a 2D adventure game.
Design, Programming, Production, Indie

ESCALATE! Creating a user generated chain story – A GGJ15 Post Mortem  
by Daniel Helbig [01.28.15]
For this years GGJ15 I created a user-generated interactive chain story called ESCALATE! - a game for which development I had to sail far out of my normal comfort zone.
Business/Marketing, Design, Indie

UX Insights: How is shaping the future of Match 3 (Part 1)  
by Om Tandon [01.28.15]
A close look at shifting patterns and emerging trends across the landscape of's match 3 genre, and some speculations about what's in store for the players and developers.
Business/Marketing, Design, Production, Art, Indie, Smartphone/Tablet

Going Up: An Interactive Fiction Game from GGJ15  
by John Quick [01.28.15]
It has become an annual tradition to participate in a family game jam over the past three years. Thus far, these game jams have coincided with the Global Game Jam. For 2015, we created Going Up, our first work of interactive fiction.
Design, Console/PC, Indie

GGJ15: Magnet Arena  
by Javier Galvez Guerrero [01.28.15]
Last weekend we joined the Global Game Jam 2015 event and we had so much fun while developing Magnet Arena, a simple game based in the air hockey arcades.
Design, Programming, Art, Indie

Our 2 man GGJ game, and 5 small (but important) game jam tips!  
by Donald Kooiker [01.27.15]
It was a bit scary at first. Having a bigger team can really support you, especially in a psychological way. A lot of presure rests on your shoulders as in, "what if we can't come up with a good idea..."...
Design, Indie

Bigpoint — Berlin, Germany
Senior Narrative Designer (m/w) – Berlin – 3483
Senior Narrative Designer (m/w) – Berlin – 3483

Gameloft — Brisbane, Queensland, Australia
Creative Director
We are searching for an experienced Creative Director to join our fun, fast paced production studio in sunny Brisbane!

Obsidian Entertainment — Irvine, California, United States
UI/UX Designer

Monolith Productions — Kirkland, Washington, United States
Lead Designer, Narrative
WB Games Inc. seeks a Lead Designer for the WBG Monolith Design department. The Lead Narrative Designer is responsible for the delivery of high quality narrative content and systems in the game.

Nix Hydra — Los Angeles, California, United States
Game Designer

Disruptor Beam, Inc. — Framingham, Massachusetts, United States
Game Design Director

Imangi Studios — Raleigh, North Carolina, United States
3D Environment Artist
3D Environment Artist

Wandake Studios — Palo Alto, California, United States
Senior Systems Designer

Shiver Entertainment — Miami, Florida, United States
Executive Producer
Executive Producer

Cloud Imperium Games — Santa Monica, California, United States
Production Designer