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September 22, 2014
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September 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

A little advice for game developers from Oculus' Palmer Luckey 2
by Christian Nutt [09.20.14]
We got a few moments with the Oculus VR co-founder at Oculus Connect, and this is what he had to say to game developers: keep trying, and make sure you polish your work.
Production, Console/PC, Indie

Don't Miss: The Gamasutra community's game developer flashcards 7
by Gamasutra Community [09.19.14]
Developers from across Gamasutra's community contributed to this quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Blog: When the fun of game development dies 2
by Gamasutra Community [09.19.14]
"What happens when making games is no longer fun for the developer? This is a question all videogame designers and developers have struggled with over the years."
Business/Marketing, Production, Console/PC, Indie

A DC Developerís View from the White House Game Jam  
by Christopher Totten [09.19.14]
How participating in a Game Jam at the White House brought our new American University Game Lab together and taught us about game development in the Washington, DC area.
Design, Production, Serious, Indie

First PCT GameDevs Meeting  
by Tony Yotes [09.19.14]
I hosted the first game development club meeting at the Pennsylvania College of Technology on Thursday and it went really well. Students are excited to focus on aspects of development not covered in our generic IT classes.
Design, Production, Indie

How I got into Gaming, Part 3 - Let the Games Begin  
by William Anderson [09.19.14]
How I got into Gaming, Part 3 - Let the Games Began
Design, Production, Console/PC

How I got into Gaming, Part 2 - The Interview  
by William Anderson [09.19.14]
How I got into Gaming, Part 2 - The Interview with Virgin Games
Design, Production, Console/PC

How I got into Gaming, Part 1  
by William Anderson [09.19.14]
How I personally got into game development back in the early days of gaming.
Design, Production, Console/PC

Infinity Ward / Activision — Woodland Hills, California, United States
Producer - Infinity Ward
A Producer at Infinity Ward is the primary point of contact for all scheduling matters for all stakeholders for the departments he/she produces. Reporting to one of the Production Managers, the Producer works closely with the rest of the Production team under his/her Production Manager and the Leads of the departments he/she produces to create and track project schedules.

Infinity Ward / Activision — Woodland Hills, California, United States
Senior Tools Engineer - Infinity Ward
See job description.

Blizzard Entertainment — Irvine, California, United States
Senior Vice President, Cross Media
The senior vice president of cross-media development oversees creative strategy and execution relating to story, cinematics and audio for Blizzard.

Blizzard Entertainment — Irvine, California, United States
Lead 3D Character Artist - New Unannounced Title
As lead character artist for Blizzard√ʬĬôs next amazing game, you will lead the team that brings future legends to life.

Nix Hydra — Los Angeles, California, United States
QA Tester

Nexon America, Inc. — El Segundo , California, United States
Production Coordinator
The Production Coordinator is responsible for supporting the production team with scheduling, coordinating and other production support services for the game as well as assisting in executing the publishing of the game.

SAE Institute — San Jose, California, United States
User Interface Design Instructor

SAE Institute — San Jose, California, United States
Compositing Instructor

HITN — Brooklyn, New York, United States
Associate Producer/Game Designer

Vicarious Visions / Activision — Albany, New York, United States
Software Engineer-Vicarious Visions
See job description.