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July 6, 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


Survey: Sweden and the UK are Europe's top game development hubs  
by Staff [07.06.15]
European developers responding to the GDC Europe 2015 State of the Industry survey say Sweden is making the best games in Europe right now, with the UK, Germany and Finland close behind.
Business/Marketing, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC, GDC Europe

Production fundamentals  
by Gamasutra Community [07.06.15]
"Iíve been working in Production for 5 years now. Over this time Iíve learnt a lot of lessons, been intrigued by a few fads, and butchered SCRUM more ways than I can count."
Production, Smartphone/Tablet

Adventures in black and white: Developing and showing off Missing Translation 1
by Gamasutra Community [07.06.15]
Missing Translation was developed by a small global team and has had some success in local events. Here's the story of a small, dedicated development team collaboration, and how it's done.
Business/Marketing, Production, Console/PC, Indie


A modern asset pipeline: The pipeline  
by Samuel Rantaeskola [07.06.15]
The last post in the series about a modern asset pipeline. In this post we lay out how a pipeline can be structured.
Programming, Production, Art, Console/PC

Missing Translation, adventures in black and white 1
by Luis Diaz [07.02.15]
Soooooo we made something called "Missing Translation". After 14 months of development it's finally out. We got quite a lot of exposition, passed greenlight, closed a deal with a publisher, won awards and even got our apk stolen. Wanna know our story?
Business/Marketing, Production, Console/PC, Indie, Smartphone/Tablet

Production Fundamentals  
by Richard Wood [07.02.15]
Throughout my time in production it's been the fundamentals that have kept me sane, improved my output or taken me off the wrong path onto the right one. In this post I share what I believe production fundamentals are.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Bubble Witch 2 Saga: The most beautiful 3D render maps 1
by Junxue Li [07.01.15]
In this series of posts, I would evaluate the characteristics of maps of a few popular games: Bubble Witch Saga 2, Jelly Splash, etc, from the point view of an art producer. This is part 2.
Design, Production, Art, Social/Online, Smartphone/Tablet

Don't Roll The Dice On Your Social Casino Player  
by Marina Sapunova [07.01.15]
The Social Casino Games market is dominated by several large companies, but it does not prevent other developers from being successful. Understanding what drives the players to spend money is your key to success!
Business/Marketing, Production, Console/PC, Serious, Social/Online, Smartphone/Tablet


Bartlet Jones Supernatural Detective Agency Inc. — San Diego, California, United States
[07.06.15]
Senior QA Tester


2K — Novato, California, United States
[07.03.15]
Producer - Core Tech
Develop quality client and server-side networking software and services with the my2K development team. Guide the my2K development team to effectively address the needs of multiple studios, games, and publishing groups.

Gearbox Software — Frisco, Texas, United States
[07.01.15]
Technical Producer


WEVR — Venice, California, United States
[07.01.15]
Visual Project Lead for Virtual Reality Project


Bigpoint — Berlin, Germany
[07.01.15]
Senior Live Producer (m/f) - Berlin - 3742


Digital Extremes — London, Ontario, Canada
[06.30.15]
PR Manager


Gumi Germany GmbH — Berlin, Germany
[06.30.15]
Development Manager


Gumi Germany GmbH — Berlin, Germany
[06.30.15]
Creative Producer


Sucker Punch Productions — Bellevue, Washington, United States
[06.25.15]
Senior Character Technical Artist
Senior Character Technical Artist

Kabam — San Francisco, California, United States
[06.24.15]
QA Project Manager