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September 3, 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

Harmonix using Kickstarter alternative Fig to crowdfund new game  
by Chris Kerr [09.03.15]
Video game crowdfunding platform Fig has found another high profile partner, with Harmonix announcing it'll be bringing a mystery title to the new service later this later.
Business/Marketing, Production, Console/PC, Indie

Undead Labs shutting down struggling RPG, Moonrise  
by Chris Kerr [09.02.15]
State of Decay developer Undead Labs will be closing down its free-to-play Pokťmon-esque RPG, Moonrise, on December 31.
Business/Marketing, Production, Console/PC, Smartphone/Tablet

Platforming with paint: Making a splash with INK 1
by Gamasutra Community [09.02.15]
"We have been overwhelmed by the response INK has had. This only motivates us to keep supporting the game a little bit longer, and adding features we had to cut during development."
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Starting up a game business: Working with Minimum Viable Products  
by Juha Vainio [09.03.15]
Epic Owl's CEO Juha Vainio writes about the meaning of Minimum Viable Products in mobile game production.
Design, Production, Indie, Social/Online, Smartphone/Tablet

Linux game development in 2015 2
by Yanick Bourbeau [09.02.15]
There are so many articles about how to do games using Windows with engines such as Unity and flipping art from assets stores. But really there are not many articles about alternative development processes such as building under Linux.
Audio, Programming, Production, Art, Indie

We Should Patch Our Games 2
by Keith Burgun [09.02.15]
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.
Design, Production, Console/PC, Indie, Smartphone/Tablet

Clown House's first week on Steam  
by Ahmet Kamil Keles [09.01.15]
First week experiences of a freeware horror game on Steam. Some mistakes were made, don't repeat them!
Business/Marketing, Design, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Thoughts on finding your place in the industry 3
by Jord Farrell [09.01.15]
Things are changing so fast that itís hard to tell if Iím on a good path or doing nothing at all. There are a few people who talk about their journey towards making better games as an indie dev. So thats what Iím here to try to do.
Design, Production, Serious, Indie

PlayQ — Santa Monica, California, United States
Level Designer
PlayQ is looking for an outstanding Level Designer to contribute to our continuing development of world-class mobile games targeting a mass market. The ideal candidate is talented, creative, passionate, flexible, and eager to make their mark in the popular and competitive casual puzzle game space. Core responsibilities include building fun, clever, and rewarding puzzle game levels, performing ongoing tuning based on testing, data metrics, and a deep awareness of casual puzzle game genres and competitive products, and performing comprehensive quality assurance (QA) for new game and app features.

Filament Games LLC — Madison, Wisconsin, United States

Bigpoint GmbH — Berlin, Germany
Senior Project Manager (m/f) – Berlin – 3509

Bigpoint — Berlin, Germany
Senior Live Producer (m/f) - Berlin - 3742

Bohemia Interactive Simulations — Prague, Czech Republic
Associate Producer

Mi'pu'mi Games GmbH — Vienna, Austria
Game Engine Software Engineer

Boss Fight Entertainment, Inc. — McKinney, Texas, United States
Executive Producer

Vrse — Los Angeles, California, United States
Associate Product Manager

Age of Learning, Inc. — Glendale, California, United States
Senior Producer, New Product Development

Age of Learning, Inc. — Glendale, California, United States
Content Associate Producer