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February 7, 2016
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February 7, 2016
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Video: A postmortem of the groundbreaking Pinball Construction Set 1
by Staff [02.05.16]
At GDC 2013 Pinball Construction Set creator Bill Budge lays out the blueprints for how he came to construct a game that has (directly or indirectly) influenced generations of game developers.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Video, Vault

Classic Postmortem: Ironclad/Stardock's Sins of a Solar Empire 4
by Blair Fraser and Brad Wardell [02.05.16]
The scifi RTS was released eight years ago today. Ironclad's Blair Fraser and Stardock's Brad Wardell wrote this in-depth postmortem on the game's development back in 2008.
Business/Marketing, Design, Production, Console/PC, Indie

Former Eidos CEO Ian Livingstone to open new UK computer science academies 1
by Chris Kerr [02.05.16]
Games Workshop co-founder and former Eidos CEO, Ian Livingstone, is opening two free UK schools to help the next generation get to grips with computer science, technology, and the arts. 
Programming, Production

5 production secrets from Sunless Sea and Fallen London's head writer 2
by Gamasutra Community [02.05.16]
"I manage our in-house content team and cabal of freelancers who create the stories for Sunless Sea, Fallen London, Dragon Age: the Last Court, and our other projects. I'm still finding my feet! But here's five things I've learned so far."
Design, Production, Console/PC, Indie

The story behind Cut the Rope: Magic's creation, straight from the devs 1
by Gamasutra Community [02.05.16]
"It was quite a challenge to add a fresh note to the already many-sided Cut the Rope gameplay, while still preserving all the good things that have kept the series going for such a long time."
Design, Production, Smartphone/Tablet

Don't Miss: How a pro fan-translated Nintendo's elusive Mother 3  
by Simon Parkin [02.04.16]
Gamasutra talks to Mother 3 fan-translator Clyde 'Tomato' Mandelin about his work translating the Nintendo classic, his day job in translation, and his localization heroes in this '08 interview.
Production, Console/PC, Indie


Article Response: The surprising shift away from FPS Campaigns  
by Drew Giovannoli [02.05.16]
Red Fox Insights responds to the PC Gamer article "Cliff Bleszinski: FPS campaigns often cost "75% of the budget"" The response covers: Where are FPS Campaigns Going? Shifting from FPS Campaigns Factors Involved The Bottom Line
Business/Marketing, Production, Console/PC, Serious, Indie

Austin and Everything Else 4: Secret Histories  
by John Henderson [02.05.16]
Austin and Everything Else is an ongoing outlook on the largest city for game development in America's second-largest state for game development, for the sake of everyone who's ever considered, had in the past, or currently lives here.
Business/Marketing, Production

Making of Super Mega Baseball No.17 - The F*#$ing Grind  
by Liane Howill [02.05.16]
The last 6 months before releasing Super Mega Baseball were a grind. The hours...the stress...the caffeine...the bug fixes...
Programming, Production, Console/PC, Serious, Indie

What To Watch Out When Launching A New Game  
by Chris Grasso [02.04.16]
There are different things to watch out for when releasing a game and here are just a few of them.
Business/Marketing, Design, Production, Smartphone/Tablet

Consortium: Official Post-Mortem  
by Gregory MacMartin [02.04.16]
A detailed and candid post-mortem of CONSORTIUM, released to Steam in early 2014 by Interdimensional Games Inc. Written by the CEO and lead game designer and producer of the project, Gregory MacMartin, a 21 year videogame development veteran.
Business/Marketing, Production, Console/PC, Indie

Mirada Studios’ Andrew Cochrane on Immersive Cinema with Unity  
by marcos sanchez [02.04.16]
Interview with Andrew Cochrane, talking about his experience with the Unity Technologies platform.
Business/Marketing, Design, Production, Indie, VR


Age of Learning, Inc. — Glendale , California, United States
[02.05.16]
Sr. UX Designer


Age of Learning, Inc. — Glendale, California, United States
[02.05.16]
Unity Technical Artist


Age of Learning, Inc. — Glendale , California, United States
[02.05.16]
Executive Producer, New Product Development


PerBlue — Madison, Wisconsin, United States
[02.05.16]
Live Operations Producer
PerBlue is looking for a talented Live Operations Producer to join our team. We make large multiplayer mobile games for iOS and Android played by millions of people around the world. We’re looking for a detail oriented, optimization driven, and results-focused individual with a passion for free-to-play game economies and player communities.

Eat Sleep Play, Inc — Salt Lake City, Utah, United States
[02.05.16]
Product Manager


Glu Mobile — San Francisco, California, United States
[02.03.16]
Product Manager - GAAS Platform


Telltale Games — San Rafael, California, United States
[02.02.16]
Senior Product Manager, Online


Age of Learning, Inc. — Glendale, California, United States
[02.01.16]
Associate Producer, Games


Age of Learning, Inc. — Glendale, California, United States
[02.01.16]
Graphic Designer, Games


Age of Learning, Inc. — Glendale, California, United States
[02.01.16]
Producer, Games