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August 2, 2014
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The Blue Shell and its Discontents 40
by Ian Bogost [05.30.14]
As the latest Mario Kart hitting store shelves this week, author, professor and game developer Ian Bogost draws lessons from the franchise's most (in)famous item.
Design

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs 21
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Design, Postmortem, Production, Console/PC, Indie

'Roguelikes': Getting to the heart of the it-genre 18
by Christian Nutt [05.21.14]
Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
Business/Marketing, Design, Interview, Console/PC, Smartphone/Tablet

The ups and downs of doing online multiplayer as an indie 11
by Mike Rose [05.12.14]
Including online multiplayer is a difficult task, particularly for small teams. We speak to indies who've been in the trenches to get their take.
Design, Indie

Friends forever: The story of Sportsfriends 1
by Mike Rose [05.05.14]
Douglas Wilson and Bennett Foddy talk us through how Sportsfriends came about, from the troubles of publishing J.S. Joust on its own, to finding the perfect four games for the package.
Design, Postmortem, Production, Console/PC, Indie, Crowdfunding, Advanced Input and Output


Don't Miss: Keeping up with mobile hit Kim Kardashian: Hollywood Exclusive 54
by Alex Wawro [07.31.14]
Kim Kardashian has conquered everything from cable TV to bottled water with some stupendous branding tactics. Now, the branding maven can add the iOS App Store to her list of conquests.
Business/Marketing, Design, Exclusive

GDC 2015 announces call for papers, new advisory board members  
by GDC Staff [07.31.14]
GDC 2015 organizers have opened the Call for Papers, running until August 28th and added advisory board members Brenda Romero and Penka Kouneva.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

GDC Europe reveals talks on Dead Island 2 and Angry Birds  
by GDC Staff [07.31.14]
Senior staff from Yager Interactive and Rovio join the roster of speakers sharing knowledge about the art and business of games at GDC Europe 2014 this August in Cologne.
Design, Production, Console/PC, Smartphone/Tablet, GDC Europe


The Devaluing of Game Design and the Market Impact  
by Ulyana Chernyak [08.01.14]
The video game market has been steadily declining over the last few years which may be good for consumers, but paints a serious problem for game developers. Today's post examines why this is happening and why it is a problem.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Shockingly Short Interview: Marianne Krawczyk  
by Richard Dansky [08.01.14]
An interview with legendary game writer Marianne Krawczyk where she discusses The Long Dark, Kratos, and Sweet Valley High...in space.
Design, Console/PC

Get the Message  
by Sande Chen [08.01.14]
In this article, game designer Sande Chen discusses the impact of effective messaging in serious games.
Design, Production, Serious

Is This The Best We've Got? A Critique Of Tech Crunch's Game Design 3
by Curtiss Murphy [08.01.14]
'Seven Constants of Game Design' was a catchy title, until I realized it was yet another compilation of inactionable, half-baked pet theories. In the spirit of Tonya Short's "Share Your Crayons" challenge, here's my response.
Design, Indie

Art movements in video games, Justwalkingism 3
by Oscar Barda [07.31.14]
We established previously that games are an artistic field in which art pieces can exist, let's now look at the first art movement in this article series : justwalkingism. What is it, how and where does it exist, what games were birthed from it?
Design, Console/PC, Indie


Nix Hydra — Los Angeles, California, United States
[08.01.14]
Game Designer


Bigpoint GmbH — Berlin, Germany
[08.01.14]
Lead Game Designer
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 — Hamburg, Germany
[08.01.14]
Game Designer - Strategy MMO (m/f)
Bigpoint is looking for a Game Designer to work on our next free to play strategy MMO. We are taking AAA quality to the browser, with an exciting and globally popular IP. We will take online strategy...

Firaxis Games — Sparks, Baltimore, Maryland, United States
[07.30.14]
Senior Visual Effects Artist


Nordeus — Belgrade, Serbia
[07.30.14]
Senior Game Designer


2K — Novato, California, United States
[07.29.14]
Level Architect


Respawn Entertainment — San Fernando Valley, California, United States
[07.29.14]
Senior Systems Designer
Respawn is seeking a Senior Systems Designer to embrace and contribute to the project vision, specifically in the areas of hero control/mechanics, enemy design, AI behaviors, combat/weapons, class design, skills/progression, story, and boss encounters.

The Digital Animation and Visual Effects School — Orlando, Florida, United States
[07.29.14]
Instructor - Video Game Asset Production


Treyarch / Activision — Santa Monica, California, United States
[07.29.14]
Associate Cinematic Animator (temporary) - Treyarch
Come work in sunny Santa Monica!

Treyarch / Activision — Santa Monica, California, United States
[07.29.14]
Senior Environment Concept Artist - Treyarch (temporary)
Come work in sunny Santa Monica!