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October 6, 2015
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October 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

Video: Automating content creation so tiny teams can make big games  
by Staff [10.06.15]
At GDC Europe 2015 developer Alexander Birke explains how a small team built an outsized game -- The Adventures of Bertram Fiddle -- by creating efficient automated processes to create content.
Production, Console/PC, Indie, Video, Vault

Microsoft reveals $3000 HoloLens Development Edition 5
by Chris Kerr [10.06.15]
Microsoft has revealed pricing details for the new dev-focused HoloLens Development Edition at today's Windows 10 event.
Design, Production, Console/PC

What happened to PlayStation's first indie dev community? 3
by Dan Chamberlain [10.06.15]
‘Net Yaroze and the community around it was pretty much my whole life at the time,’ says Chris Chadwick, creator of the award winning Blitter Boy. ‘Sad, I know...but it was great!’
Design, Programming, Production, Art, Console/PC, Indie, History

A Story of Miscommunication (and some tips)  
by Ed Dearien [10.06.15]
The story of a miscommunication incident on my team at school, and some tips on dealing with similar issues in the future.
Production, Serious

Content over Immersion: Using Kinect instead of a VR headset and how it worked better for us  
by Zac Zidik [10.06.15]
A virtual reality teaching simulator that I am working on and why we chose to put a hold on our plans to develop for a VR headset, like the Oculus Rift, and opted to use Microsoft's Kinect instead.
Design, Production, Console/PC, Serious

Night Hunt post mortem  
by Ahmet Kamil Keles [10.06.15]
Night Hunt is a pseudo-C64 game. Technical details of Night Hunt and why it was financially unsuccessful. Useful if you make a timing-based or retro game.
Business/Marketing, Design, Programming, Production, Art

Security Is Not A Game  
by Marc Boroditsky [10.06.15]
Mobile devices had brought about an exciting new era for gaming but with this growth also comes a whole new set of threats and vulnerabilities. In addressing these, game designers are tasked with preserving both the integrity, and security, of the game.
Design, Programming, Production, Smartphone/Tablet

Exhibiting at the Tokyo Game Show indie area – was it worth it? 2
by Brandon Sheffield [10.05.15]
Necrosoft Games goes to the Tokyo Game Show as an exhibitor for the first time. The results were mixed. Is it worth the trek out for your game?
Business/Marketing, Production, Console/PC, Indie, Smartphone/Tablet

Planet3 — Austin, Texas, United States
Concept Artist

Indiana University Media School — Bloomington, Indiana, United States
Game Art

The Walt Disney Company — Palo Alto, California, United States
Sr VFX Artist

Seasun Games — Redwood City, California, United States
Publishing Coordinator(Beijing)

CCP — Newcastle, England, United Kingdom
Monetization manager

Infinity Ward / Activision — Woodland Hills, California, United States
Technical Animator / Rigger - Infinity Ward
See job description.

Seasun Games — Beijing, China
Project Manager (Beijing)

2K — Novato, California, United States
Production Artist (Marketing) - Temp

Monolith Productions — Kirkland, Washington, United States
Sr. UI Artist
Sr. UI Artist

Seasun Games — Redwood City, California, United States
Lead Writer - Job Description