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July 30, 2014
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July 30, 2014
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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

Video: Using the Fox Engine to build Ground Zeroes  
by Staff [07.30.14]
Hideo Kojima and the Kojima Productions staff demonstrate and explain the workflow and development process of Metal Gear Solid: Ground Zeroes on the Fox Engine at GDC 2013.
Design, Production, Console/PC, Video, Vault

Get a job: Turtle Rock is looking to hire a Technical Artist  
by Staff [07.30.14]
The developer of Evolve seeks to hire a technical artist to assist with asset production and optimization for PC and contemporary console hardware in their Lake Forest, CA studio.
Production, Art, Console/PC, Recruitment

Xbox One gets its first free-to-play MMO  
by Alex Wawro [07.30.14]
Perfect World is planning to launch Cryptic Studios' F2P Neverwinter PC MMORPG on Xbox One later this year in China, then roll it out to consoles in North America and Europe in 2015.
Business/Marketing, Production, Console/PC

Variety Is the Spice of... Game Development 1
by Michael Hicks [07.30.14]
An article about burnout, the creative process, love and the video game industry.
Production, Indie

Big Data, Big Problems: A Mathematician’s Take on the Current State of Game Analytics 2
by Tom Matcham [07.29.14]
After performing an extensive analysis of the games industry's use of data science, mathematician and middleware developer Tom Matcham gives some insight into what studios can do to improve their game analytics.
Business/Marketing, Design, Programming, Production, Console/PC, Social/Online, Smartphone/Tablet

Franchise or fine tune?  
by Shauni Hyslop [07.29.14]
A look at franchises and re-released games, what gamers really want and how the big names could learn something from the indie labels.
Production, Console/PC

How putting cats in space helped me to believe in myself  
by Carol Mertz [07.29.14]
I escaped the chains of “impostor syndrome” by making a silly little game about cats… in space.
Design, Production, Indie, Smartphone/Tablet

HOPA/adventure game art: How to set the right object scale  
by Junxue Li [07.29.14]
A tip about how to quickly set the correct size for all the objects in a 3D scene. I think this tip is not only useful to artists who work for HOPA/adventure games, but also to guys who handle 3D scenes for all kinds of purpose.
Design, Production, Art, Social/Online, Smartphone/Tablet

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

Raven Software / Activision — Madison, Wisconsin, United States
Network Engineer
See job description.

CCP — Newcastle, England, United Kingdom
Development Director

Treyarch / Activision — Santa Monica, California, United States
Cinematic Animator (temporary) - Treyarch
Come work in sunny Santa Monica!

Activision Publishing — Seattle, Washington, United States
Senior Software Engineer - Services - Activision Seattle
The Activision R & D group is looking for a Senior Software Engineer to deliver high impact services from our new Seattle-area office. The ideal candidate will have strong experience building and operating web services or distributed systems, writing and debugging code in C/C++/C#, and familiarity with database back-ends.

Camy Electronics & Plastics — Los Angeles, California, United States
Sales and Marketing Assistant

Red 5 Studios — Laguna Hills, California, United States
Localization Project Manager

Cloud Imperium Games — SANTA MONICA, California, United States
Senior Producer
Cloud Imperium Games is seeking an accomplished Senior Producer for our Santa Monica, CA studio.

Crystal Dynamics — Redwood City, California, United States

American Girl — Middleton, Wisconsin, United States
Game Developer