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December 22, 2014
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December 22, 2014
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Postmortem: The Chinese Room's Amnesia: A Machine for Pigs 22
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

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

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

Making Knack: An interview with Mark Cerny 7
by Christian Nutt [12.20.13]
Veteran developer Mark Cerny was lead system architect for the PlayStation 4 and also directed Knack for the launch lineup -- and here shares his game developing methodology.
Design, Production, Interview, Console/PC


2015 IGF announces Design, Audio juries  
by GDC Staff [12.22.14]
Proceedings are well underway for the jurying phase of the 2015 Independent Games Festival, in which discipline-specific experts play and discuss the merits of the nearly 650 games entered.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

How to estimate the time needed for game localization  
by Gamasutra Community [12.22.14]
A quick guide for both the localization company and the game developer or publisher -- how to create a realistic estimate of the time it'll take and, then, the cost of that time.
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: Thank God I'm an Indie Dev 6
by Gamasutra Community [12.22.14]
"I'm lucky to work at an awesome company that encourages creativity and independence... they believe it creates a stronger, more creative company with tremendous energy."
Production, Indie


5 Most Remarkable Games Of 2014  
by Koen Deetman [12.22.14]
Its almost the end of 2014, and I have played a fair share of games again.So many games in the haystack, how do we find those special needles? Simple, dive in there just like Arno Dorian would. I'd like to highlight my 5 most remarkable games of 2014.
Production, Console/PC, Indie

The Power of Advertising and Cornering the Casual Market  
by Ulyana Chernyak [12.22.14]
Discoverability for the mobile and casual markets is becoming increasingly more difficult and today's post looks at how the ones who are already on the top are leveraging advertising to continue their dominance of the market.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Fixing Pokemon  
by Hardy LeBel [12.22.14]
Ive played the Pokemon series for years, but I'm bored with it - the core systems rely on too much grind, too little skill. Here's how Nintendo can fix the core gameplay by using a few of the techniques that we developed for the Halo AI.
Design, Production, Console/PC

My Top Five for 2014  
by Benjamin Gifford [12.22.14]
My list of games that I've been playing and replaying in 2014.
Production, Console/PC, Indie, Smartphone/Tablet

Sabotaz Inc. Post Mortem Part II: Graphics and Music  
by Vasileios Karavasilis [12.19.14]
In this article I try to give you an inside look on how the development process of our game Sabotaz Inc. went! In the second part I tackle Art and Music.
Audio, Production, Art, Console/PC, Indie


Digital Extremes — London, Ontario, Canada
[12.22.14]
Producer


CI Games S.A. — Warsaw, Poland
[12.22.14]
Producer


GREE International — Vancouver, British Columbia, Canada
[12.19.14]
Senior Product Manager
Senior Product Manager - GREE Canada, Vancouver BC

Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[12.19.14]
Game Director


Bigpoint — Hamburg, Germany
[12.19.14]
Senior Project Manager (m/f) – Hamburg – 3353
Senior Project Manager (m/f) – Hamburg – 3353

Bigpoint GmbH — Hamburg, Germany
[12.18.14]
Senior Live Producer (m/f) – Hamburg – 3358
Senior Live Producer (m/f) – Hamburg – 3358

Bigpoint GmbH — Hamburg, Germany
[12.18.14]
Senior Producer Mobile (m/f) - Hamburg - 3382
Senior Producer Mobile (m/f) - Hamburg - 3382

Nonstop Games — Singapore, Singapore
[12.18.14]
Producer
Leading and motivating a top team of 7-8 developers, artists and designers, you’ll be the inspiration behind the creation, launch and growth of new mobile games.

Cloud Imperium Games — SANTA MONICA, California, United States
[12.17.14]
Senior Producer


Cloud Imperium Games — Austin, Texas, United States
[12.17.14]
Associate Producer