Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 24, 2014
arrowPress Releases
July 24, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


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

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


Get a job: Obsidian is hiring a Visual Effects Artist  
by Staff [07.24.14]
Handy with Maya and 3ds Max? Irvine, CA-based Obisidian Entertainment is looking to hire a visual effects artist to work with the designers and art director of an upcoming MMORPG.
Production, Art, Console/PC, Social/Online, Recruitment

Don't Miss: Khris Brown on the secrets of great voice acting Exclusive 1
by Alex Wawro [07.24.14]
Gamasutra speaks to voice director, consultant and game industry veteran Khris Brown to better understand how high-quality voicework in games comes together from a developer perspective.
Audio, Design, Production, Console/PC, Indie, Social/Online, Exclusive

Differences between software testing and game testing 4
by Gamasutra Community [07.24.14]
A senior QA engineer at King (Candy Crush Saga) with a background in software testing and mobile phone QA takes a look at the differences between the two worlds.
Production, Console/PC, Social/Online, Smartphone/Tablet


Is better always better? 1
by Catalin Marcu [07.23.14]
Obsessively trying to make anything you work on better, in any sense of the word, can have worse consequences than you think.
Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Overdrive Road Rally: Premortem  
by Austin Farmer [07.23.14]
A look at some of the things our team is doing, to ensure the success of our upcoming Overdrive Road Rally.
Production, Console/PC, Indie

Five nightmares of a modern Game Designer 22
by Svyatoslav Torick [07.22.14]
The Game Designer is the only person who is utterly and completely in charge of the game experience, so to make the impressions seamless and thorough they have to meet compromises and make sacrifices. Here are five basic working issues we experience.
Design, Production, Console/PC, Social/Online, Smartphone/Tablet

Will that crowdfunded game ever actually ship? 15
by Lars Doucet [07.21.14]
A simple "rule of thumb" for quick "smell-test" risk assessment of crowdfunded game projects.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

A New Dawn - Choosing a New Game Project 2
by Daniel Helbig [07.21.14]
Some personal thoughts on good game ideas and things to avoid when choosing a new game project as an indie game developer.
Business/Marketing, Production, Console/PC, Indie, Smartphone/Tablet


American Girl — Middleton, Wisconsin, United States
[07.24.14]
Game Developer


Treyarch / Activision — Santa Monica, California, United States
[07.24.14]
Senior Gameplay Engineer - Treyarch
Come work in sunny Santa Monica!

Treyarch / Activision — Santa Monica, California, United States
[07.24.14]
Level Designer - Treyarch
Come work in sunny Santa Monica!

Gameloft — Auckland, New Zealand
[07.23.14]
GAME MONETIZATION MANAGER


Nexon America, Inc. — El Segundo , California, United States
[07.23.14]
Localization Coordinator
The Localization Producer leads and manages the localization of Nexon America’s western game titles, usually from English to French, Italian, German, and Spanish. This position is responsible for creating effective workflow processes between internal stakeholders, external developers, and localization vendors to ensure consistent, high-quality localization.

Big Fish Games — Seattle, Washington, United States
[07.23.14]
Director of Product Management


InnoGames GmbH — Hamburg, Germany
[07.23.14]
Software Developer PHP (m/f)
Software Developer PHP (m/f)

InnoGames GmbH — Hamburg, Germany
[07.23.14]
Team Lead Online Marketing - TV (m/f)
Team Lead Online Marketing - TV (m/f)

tic toc games — North Hollywood, California, United States
[07.22.14]
Project Manager


CCP — Newcastle, England, United Kingdom
[07.22.14]
Development Director