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August 1, 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

How I recreated the hallway from P.T. in Unity 5
by Gamasutra Community [07.31.15]
How one developer recreated the infamous (and now deleted) demo for Hideo Kojima's Silent Hills in Unity: A complete look at the entire workflow.
Production, Art, Console/PC, Indie

GameDevTweets: A week's worth of what your peers are saying  
by Staff [07.31.15]
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. We've grabbed a load of the past week's best tweets.
Business/Marketing, Design, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Pursuing positivity: A personal game-making journey  
by Gamasutra Community [07.31.15]
"Making a dream come true is constant and hard work… and absolutely thrilling. We hope you’re able to make use of this article to benefit your own journey."
Design, Production, Smartphone/Tablet

I recreated the PT hallway in Unity 5
by Farhan Qureshi [07.31.15]
I recreated the PT hallway in the Unity game engine. Here's some of the steps I took to make it!
Production, Art, Console/PC

Life is about HOPES. Who are the ARABIAN HEROES?  
by Ani Atanasova [07.31.15]
Pixelhunters released a new iOS and android game, called Arabian Heroes. The game is available in English and Arabic. Completely free to play. What is the story behind the Arabian Heroes. Please read the article.
Audio, Design, Programming, Production, Art, Indie, Smartphone/Tablet

Working Positively to Pursue a Dream: The Making of Turtle Sprint  
by Nefer Doane [07.29.15]
Indie game development is stressful. So how did we change our work and mental habits to help us live a more balanced lifestyle? Life skills for big projects. Read on for our reflections as we finish our first iPad game, Turtle Sprint!
Business/Marketing, Production, Indie

True meaning of the "Game as a service" 3
by Ilya Eremeyev [07.29.15]
Free-2-play games are known as a “games as a service”, but often that means only their monetization and operation model - regular updates and a continuous production throughout the entire product life. Well, it is not.
Business/Marketing, Design, Production, Serious, Social/Online

Fear and Change. How Making The Hard Decision Saved Rosvita 2
by Simon Ashbery [07.29.15]
Making games can take a hard toll on the ego. As creators we understandly get attached to our favourite mechanics, the things that make our project unique and interesting. But what happens when those mechanics have a detrimental effect on the project?
Design, Production, Console/PC, Serious, Indie

WB Games — San Francisco, California, United States
Game Director

Blizzard Entertainment — Irvine, California, United States
Senior Vice President, Cross Media
The senior vice president (SVP) of cross-media development oversees creative strategy and execution relating to story, cinematics and audio for Blizzard Entertainment.

Blizzard Entertainment — Irvine, California, United States
Art Manager - World of Warcraft
Managing creative talent is a creative talent all its own. As art manager, you’ll be responsible for the management of the World of Warcraft art and animation team, working with production on scheduling and tasking, and the overall growth and improvement of the art department—leveling up, as it were.

Blizzard Entertainment — Irvine, California, United States
Art Director - World of Warcraft
As a leader you will be a motivational catalyst for the art team. As an artist, you will help define the look of new characters, environments, and architecture in the WoW style. In addition to channeling the visual direction of our senior art director to the art team, the role will act as one of the key communications conduits for design and programming.

Blizzard Entertainment — Irvine, California, United States
Art Director - Diablo
Blizzard Entertainment, the developer of the most epic games in the world, is seeking an exceptionally skilled and passionate art director to help develop Blizzard’s next hit game!

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

MindBlown Labs — Oakland, California, United States

Spin Master Ltd. — Los Angeles, California, United States
QA Test Manager

20th Century Fox — Los Angeles, California, United States
Senior Counsel, Licensing & Merchandising

Cloud Imperium Games — Santa Monica, California, United States
Associate Producer