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March 28, 2015
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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

10 can't-miss video postmortems from the GDC Vault  
by Alex Wawro [03.27.15]
From Steamworld Dig to Shenmue, this collection of video postmortems covers a variety of games. What they have in common is that they're free to watch, and can't-miss viewing.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Vault

One Life Left vs. Gamasutra GDC Podcast #4: Who in the world is 'Richard Lemarchand'?  
by Staff [03.27.15]
Relive GDC 2015 through the magic of podcasting! Special guests include IGDA's Kate Edwards, Harmonix creative director Matt Boch, and an impromptu appearance by a man named Richard Lemarchand.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Podcast

Don't Miss: Successful principles of an indie game bottom feeder 45
by Jeff Vogel [03.26.15]
Going indie? Find an underserved niche audience, "accept what you can't change, be as awesome as you can, charge what you're worth, and stand proud," writes Spiderweb Software's Jeff Vogel.
Business/Marketing, Design, Production, Console/PC, Indie

Spellblade Postmortem  
by Marcelo Spiezzi Raimbault [03.27.15]
This postmortem covers what went right, wrong and what we learned while developing Spellblade. a student game project at SMU`s Guildhall.
Production, Console/PC, Indie

Game Dev 101  
by Juliette Dupre [03.27.15]
Quick start guide for anyone brand new to game development who wants to become a part of it.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

The Balance of Meta-game Design Featuring Age of Empires  
by Josh Bycer [03.27.15]
Age of Empires for the last few games became one of the first strategy series to have Meta-game design and today's post examines the differing philosophies and challenges of adding this model to your game.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Nostalgia and the Dangers of Retro Game Design  
by Richard Atlas [03.26.15]
In this post I talk about nostalgia, the dangers of designing for nostalgia, the "retro game" movement, and the games I find nostalgic.
Business/Marketing, Design, Production, Console/PC, Indie

In-game Feedback Forms 1
by Charles Cordingley [03.26.15]
There was a talk at this year's GDC on Subnautica's feedback system. Here are some notes from implementing a similar system in my own game.
Programming, Production, Indie

Activision Publishing — Santa Monica, California, United States
Associate Producer-Call of Duty
See job description.

Gameloft — Seattle, Washington, United States

Demiurge Studios — Cambridge, Massachusetts, United States
Game Director

Demiurge Studios — Cambridge, Massachusetts, United States
General Manager

Infinity Ward / Activision — Woodland Hills, California, United States
UX Designer - Infinity Ward
As a UX Designer at Infinity Ward, you will use your user experience approach and creative design skills to build compelling and accessible interfaces for our games. You will contribute to the vision for how players experience the game for both online as well as single player experiences. You will work directly with the UI team, UI Lead and the wider team to ensure that the game’s interface are easily understood and support the goals of the game.

Infinity Ward / Activision — Woodland Hills, California, United States
UI Engineer - Infinity Ward
Infinity Ward is currently seeking a UI Engineer. This person will provide expertise to develop UI and work on our new FPS. If you have a strong technical background and love UI, we are looking for you

Activision Publishing — Santa Monica, California, United States
Sr./Lead Game Analytics Engineer (TEMPORARY)
See job description.

Youth Digital — Chapel Hill, North Carolina, United States
Product Owner, Quality

Youth Digital — Chapel Hill, North Carolina, United States
Game Development Instructional Designer

Bigpoint — Hamburg, Germany
Lead Developer (m/f) – Hamburg – 3598