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April 20, 2014
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Understanding the successful relaunch of Final Fantasy XIV Exclusive 5
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 Square Enix's failed MMO into an all-new project.
Business/Marketing, Design, Production, Console/PC, Exclusive

If Steam is too crowded, can we create an algorithm for discovering hidden gems? 17
by Gamasutra Community [04.18.14]
"My twitter friends are constantly giving visibility for 'hidden gems' and I think we should keep doing that. At the same time, I think we can supplement those efforts with some mathematical tools."
Business/Marketing, Programming, Console/PC, Indie

The long, tricky road to release for musical exploration game Fract OSC Exclusive  
by Mike Rose [04.18.14]
Around four years in the making, psychedelic music exploration adventure Fract OSC is finally getting a well-deserved release.
Business/Marketing, Design, Console/PC, Indie, Exclusive, Video

Can we learn anything from strange old adventure games? 1
by Gamasutra Community [04.18.14]
Leigh Alexander goes retro: "I'm interested in what happens if we apply the let's play format to unexpected titles -- strange old games, or design spaces with defunct or unconventional structures."
Design, Console/PC

Designing for empathy, with Papo & Yo dev Minority Media Exclusive 4
by Kris Graft [04.17.14]
For Vander Caballero, designer at Papo & Yo developer Minority Media, his style of games may need a label in order order to thrive.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Let there be shadow: Programming vertex shaders in Unity 10
by Gamasutra Community [04.17.14]
Want your own vertex/fragment shader shadows in Unity? "Luckily, Unity provides you the means to get this working! The catch? Documentation on this is lacking or even non-existent."
Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

Fear and foreboding are design pillars in The Conjuring House Exclusive  
by Kris Graft [04.17.14]
Former Ubisoft Casablanca developers are tackling the survival horror genre with The Conjuring House. One of Rym Games' co-founders tells us how the studio plans to design for fear.
Design, Console/PC, Exclusive, Video

Glitchspace is a first-person programming game Exclusive  
by Mike Rose [04.17.14]
I've played pretty much every first-person puzzler under the sun, so it's rare to find a game that really throws me a curveball. Glitchspace is very much that curveball.
Business/Marketing, Design, Programming, Console/PC, Indie, Exclusive, Video


Understanding the successful relaunch of Final Fantasy XIV 5
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

What's next for Puzzle & Dragons and GungHo? 13
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet, Mobile Games

Best of 2013: Gamasutra's Top Games of the Year 51
by Gamasutra staff [12.23.13]
In 2013, we handled our "Game of the Year" list quite differently. Instead of publishing a single top 10, Gamasutra writers simply picked five games that they loved most in 2013.
Design, Console/PC, Smartphone/Tablet

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


Using Scrum in “Real World” Game Production 4
by Harvard Bonin [04.19.14]
There are plenty of methodologies producers and project managers can utilize in game making. One very popular method is Scrum. So why does it drive so many game makers crazy? Is it the method or the implementation?
Audio, Design, Programming, Production, Art, Console/PC, Smartphone/Tablet

OpenGL Development Cookbook  
by Bartlomiej Filipek [04.18.14]
Review of a very interesting book about Modern OpenGL Application Development.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Flow Path: How I beat burnout and started having fun making games again 3
by Kee-Won Hong [04.18.14]
This is a response to my post Mistakes Were Made, and focuses on some things that have been helping me on the emotional/mental side. I discuss the dangers of crunch, the wonder of flow and my path to recovery from burnout.
Business/Marketing, Design, Programming, Production, Console/PC, Indie

An Algorithm for Discovering "Hidden Gems" 17
by Lars Doucet [04.17.14]
What if there was a way to mathematically detect games that have a lot of interest from a small niche, but haven't gotten the wider exposure they deserve yet?
Business/Marketing, Console/PC, Indie

Cult County Kickstarter: Funded Success or Public Failure? 11
by Jools Watsham [04.17.14]
Renegade Kid's co-founder, Jools Watsham, writes an honest and open account about their Cult County Kickstarter campaign's journey so far. With 14 days left, this midway account is a stepping stone towards either funded success or public failure.
Business/Marketing, Production, Console/PC, Indie


Activision Publishing — Vancouver, British Columbia, Canada
[04.19.14]
Principal Graphics Programmer
See job description.

Activision Publishing — Santa Monica, California, United States
[04.19.14]
Executive Producer-Skylanders
See job description.

Insomniac Games — Burbank, California, United States
[04.18.14]
Associate Engine Programmer
The associate that could...

Insomniac Games — Burbank , California, United States
[04.18.14]
Senior Engine Programmer
Insomniac Games is looking for Senior Engine Programmers

2K — Novato, California, United States
[04.18.14]
Senior VFX Artist- Contract - EVOLVE


2K — Novato, California, United States
[04.18.14]
Cinematic - Gameplay Scripter - Contract: EVOLVE


Telltale Games — 94903, California, United States
[04.18.14]
Technical Release Manager
The Technical Release Manager will oversee product submissions on current and emerging game platforms. This is a unique opportunity to play a critical role in a fast-paced and award-winning production environment!

Telltale Games — San Rafael, California, United States
[04.18.14]
Sr. Platform Engineer (emphasis on Next-Gen and TV!)
Want to own our upcoming next-gen ports? Telltale Games is seeking an enthusiastic Senior Platform Engineer to help us build out our next-generation platform technology for XboxOne and PS4 for upcoming IPs and our award-winning titles!

Telltale Games — San Rafael, California, United States
[04.18.14]
Senior Systems Engineer - Core Technology
Want to break new ground in game and engine development? Telltale Games is seeking an enthusiastic Senior System Engineer to help us build our next-generation of episodic narrative technology for upcoming IPs and our award-winning titles!

The Workshop — Marina del Rey, California, United States
[04.18.14]
Sr. Programmer (Generalist)
SENIOR GENERALIST PROGRAMMER