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March 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


Women share their #1ReasonToBe in games, in a powerful GDC panel  
by Simon Parkin [03.06.15]
Eight women received standing ovations after describing their experiences working in the video game industry at the #1ReasonToBe panel at GDC in San Fransisco last night.
Production, Serious, GDC

How to manage level background assets for a 2D smartphone game 1
by Gamasutra Community [03.06.15]
"The purpose is to get things in order and save production time and budgets. In producing background art, our team use 2D or 3D pre-render solutions ... so we have both 2D and 3D assets to manage."
Production, Art, Indie, Smartphone/Tablet

One Life Left vs. Gamasutra Podcast #1: Pipelines 'n' Tubes Exclusive  
by Staff [03.05.15]
Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
Audio, Exclusive, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Podcast


LocJam Post-Mortem: On Grandpa's Localization and its Challenges  
by Anthony D. Teixeira [03.04.15]
The LocJam 2 took place last week and offered a great challenge for professional and aspiring game translators. In this article, I look back at the even and share my impressions.
Production

Discipline not Motivation.  
by Seventeen Uncles [03.04.15]
Motivation is fickle & unreliable, Discipline is a trained skill. Discipline leads to results.
Audio, Design, Programming, Production, Art, Console/PC, Indie

Man In The Moonbase (Part 2) : The Death and Life of the Best Game You Never Played 2
by Darby McDevitt [03.02.15]
In 2002, Humongous Entertainment was a company known and beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title you haven't heard of: "Moonbase Commander" - the best game you never played.
Business/Marketing, Production, Console/PC

Financing Video Game Developments  
by Taylor Bair [03.02.15]
With money, one thing is constant: Risk. What do you give up to get what you need? And as a startup, where should you look first for money? This is an attempt to answer those questions using my gamedev modification of the pecking order of finance.
Business/Marketing, Production, Indie

Few Thoughts After Global Game Jam 2015  
by Marcin Polaczyk [03.02.15]
15 things to remember when you're going to take a part in game jam.
Design, Programming, Production, Indie


Bigpoint — Hamburg, Germany
[03.06.15]
Senior Live Producer Action MOBA (m/f) - Hamburg - 3358
We are currently looking for a high calibre Senior Live Producer for one of our high quality innovative (Action) MOBA Games.

Infinity Ward / Activision — Woodland Hills, California, United States
[03.06.15]
UX Designer - Infinity Ward
See job description.

Infinity Ward / Activision — Woodland Hills, California, United States
[03.06.15]
UI Software Engineer - Infinity Ward
See job description.

Penn State Erie, The Behrend College — Erie, Pennsylvania, United States
[03.05.15]
GAME Development Faculty Position
Game Development Faculty Position

Infinity Ward / Activision — Woodland Hills, California, United States
[03.05.15]
Mid to Senior Environment Artists- Infinity Ward
Infinity Ward, located in Woodland Hills, CA, is currently seeking experienced Sr. Environment Artist. If you can build and texture awe inspiring environments, and have a passion for creating game art, then we are looking for you.

Infinity Ward / Activision — Woodland Hills, California, United States
[03.05.15]
Senior Rendering Engineer - Infinity Ward
See job description.

Infinity Ward / Activision — Woodland Hills, California, United States
[03.05.15]
Core Systems Engineer - Infinity Ward
See job description.

Infinity Ward / Activision — Woodland Hills, California, United States
[03.05.15]
Sr. Game Designer (Builder - SP) - Infinity Ward
See job description.

Infinity Ward / Activision — Woodland Hills, California, United States
[03.05.15]
Senior Sound Designer - Infinity Ward
As a Senior Sound Designer at Infinity Ward, you will use your technical and creative audio skills to bring life to the action in our next big adventure. Joining an award winning team, you will help create a cinematic soundscape for our next AAA title from inception, leveraging your passion, experience and critical thinking to help guide team decisions and provide valuable input to your peers. All while applying your own craft to deliver experiences that exceed player expectations. As a leader in the audio discipline,

Infinity Ward / Activision — Woodland Hills, California, United States
[03.05.15]
Senior Game Designer (Scripter - MP) - Infinity Ward
Infinity Ward is seeking an experienced Multiplayer Designer that is looking to create gameplay systems, game modes and scripted events for an exciting new project! Candidates must have experience with C-style scripting languages and have the ability to think like a programmer to solve problems and accomplish a vision. Furthermore you should be comfortable writing script to handle gameplay systems such as basic AI behavior, cooperative mechanics, weapons, and scripted sequences.