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May 24, 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

Don't Miss: What does a game designer do, exactly? 8
by Gamasutra Community [05.22.15]
In this timeless blog, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive 6
by Toru Iwatani [05.22.15]
35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.
Audio, GD Mag, Exclusive, Console/PC, Art, Production, Programming, Design, Business/Marketing, GD Mag Exclusive

Learning a lot, fast by jamming in VR  
by Gamasutra Community [05.22.15]
"I cannot remember when in the past I learned so much in just one month. We proved we are capable of doing a 3D and VR game in this young technology."
Business/Marketing, Design, Production, Console/PC, Indie

We need a story! - Writing 'Salvaged'  
by Daniel Dowsing [05.21.15]
An analysis of designing Salvaged's narrative mid-way through production, of how narrative defines a game experience and the value of creative restrictions.
Design, Production, Console/PC, Indie, Smartphone/Tablet

GearVR Jam Postmortem - "Galaxy Grapple"  
by Daniel Miller-Schroeder [05.20.15]
A look at my experience with Oculus' Mobile VR Jam for the GearVR.
Design, Programming, Production, Indie, Smartphone/Tablet

Other People's Money 5
by Tim Conkling [05.20.15]
Creative arrogance, Jodorowsky's Dune, and a bunch of strangers canceling my game.
Business/Marketing, Production

Starting up a game business: Contemplating processes 3
by Juha Vainio [05.20.15]
In his third Epic Owl blog posting, Juha is contemplating the dangers of processes and offers some insight on how to overcome them.
Production, Indie, Social/Online, Smartphone/Tablet

Writing diversity for Herald “Who am I to tell their story?”  
by Roy van der Schilden [05.20.15]
As lead writer of Herald, I was often insecure while writing about people of color who lived in the age of colonialism. This is my personal journey to, as a white man, give an honest and realistic answer to the question: Who am I to tell their story?
Design, Production, Console/PC, Serious, Indie

Shiver Entertainment — South Miami, Florida, United States
Producer - Make Great Games!
Shiver is focused on building the world’s best free-to-play games for mobile, tablet and PC. Oversee the creation and development of major features for a new game in the free-to-play mobile/tablet market.

InnoGames GmbH — Hamburg, Germany
Community Manager (m/f) External
Community Manager (m/f) External

InnoGames GmbH — Hamburg, Germany
Senior Frontend Developer (m/f)
Payment Frontend Developer (m/f)

DropForge Games — Bellevue, Washington, United States
Senior Product Manager

DropForge Games — Bellevue, Washington, United States
Lead Game Designer

Monolith Productions — Kirkland, Washington, United States
Senior Project Manager
Monolith Productions seeks a Senior Project Manager (PM) to be responsible for shipping a large AAA quality product on multiple platforms simultaneously through all phases of production. The PM is the focal point and key driver of the process and tracking of the game.

Schell Games — Pittsburgh, Pennsylvania, United States
Advanced Producer

YAGER Development GmbH — Berlin, Germany
Producer (f/m) at YAGER in Berlin
YAGER seeks the talents of a passionate Producer. You will work with the production team and interdisciplinary teams of developers.

Turbine Inc. — Needham, Massachusetts, United States
Senior Platform Services Engineer
Senior Platform Services Engineer

WEVR — Venice, California, United States
QA Engineer