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April 24, 2014
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Close encounters with console indie execs, part 1: PlayStation's Adam Boyes Exclusive 3
by Brandon Sheffield [04.23.14]
What are the tastes, backgrounds and game industry experience of some of the biggest decision-makers at major console companies? We find out, starting with PlayStation's Adam Boyes.
Business/Marketing, Console/PC, Indie, Exclusive

Hack-Man: An interview with Watch Dogs' creative director 3
by Christian Nutt [04.23.14]
Creative director Jonathan Morin speaks about decisions made during the development of the hotly anticipated Watch Dogs, and his expectations for the next generation of games.
Design, Production, Console/PC

Cloud Chamber: The TV show you play on Steam Exclusive 2
by Mike Rose [04.23.14]
How the heck do you describe Cloud Chamber? Imagine following along with your favorite TV series, and after each episode you're able to jump online, dig deeper into what you watched, and discuss the twists and turns with fellow viewers.
Business/Marketing, Design, Console/PC, Exclusive, Video

That Dragon, Cancer developer shares grace through game design  
by Alex Wawro [04.23.14]
Josh Larson exhorted fellow developers to think of games as a form of communication between themselves and their players in a talk given today at the 12th annual Games for Change festival.
Design, Console/PC, Indie

Have you played the Train Jam games? 2
by Mike Rose [04.23.14]
In the days leading up to the Game Developers Conference this year, dozens of indie developers all boarded a train from Chicago, and sat together for 56 hours to create games.
Business/Marketing, Console/PC

Q&A: How self-publishing brought Age of Wonders 3 back to life Exclusive 2
by Alex Wawro [04.22.14]
In the wake of this fantasy 4X strategy game's remarkable launch, Gamasutra sits down with Age of Wonders 3 lead designer Lennart Sas to find out why the studio waited 11 years to return to its roots.
Business/Marketing, Design, Production, Console/PC, Indie, Exclusive, Video

Massive Atari archive heads to ICHEG for preservation  
by Christian Nutt [04.22.14]
The National Museum of Play's International Center for the History of Electronic Games has acquired a thousands-strong collection of Atari coin-op materials, stretching from 1972-1999.
Business/Marketing, Console/PC, History

Think you don't have the resources for user testing? Think again 2
by Gamasutra Community [04.22.14]
"User testing is critical, especially when you don’t have resources to spare. The long-term benefits far outweigh the short-term costs, and if you do it right, you'll make a better game."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Hack-Man: An interview with Watch Dogs' creative director 3
by Christian Nutt [04.23.14]
Creative director Jonathan Morin speaks about decisions made during the development of the hotly anticipated Watch Dogs, and where he expects the medium to go as we move into the next generation.
Design, Console/PC

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

What's next for Puzzle & Dragons and GungHo? 14
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


Dynamics vs. Mechanics: A Pre-Analysis of Watch Dogs 1
by Bart Stewart [04.23.14]
A month before its release, Watch Dogs is being described as having a highly dynamic world conducive to thoughtful exploration, but also as having simplified mechanics better suited to exciting action. Which impression is more accurate? Both? Neither?
Design, Console/PC

We Ask Indies: Chris Suffern, creator of Super Mutant Alien Assault!  
by Nico Saraintaris [04.23.14]
Chris Suffern is a game dev from Sydney. In this Q&A he talks about starting a game dev career at 29, jams, co-op games, favourite devs and Bond, James Bond!
Design, Production, Console/PC, Indie

The Power of Showing Your Work 2
by Michael Fitch [04.22.14]
One simple tool can make your work life better.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Build a Bad Guy Workshop - Designing enemies for retro games 4
by Garret Bright [04.22.14]
While solid level design can make or break a game, so does solid enemy design. Mix and match attributes from this list to help craft interesting enemies.
Design, Console/PC, Indie

Ambiguity in Videogame Storytelling, Part I 1
by Brandon Perton [04.22.14]
Ambiguity is where the story leaves the player unsure about something—what has happened, what will happen after the story ends, what a character thinks or feels, whether something is true or false, etc.
Design, Console/PC


SG North — Toronto, Ontario, Canada
[04.23.14]
Director of Live Production


Turbine Inc. — Needham, Massachusetts, United States
[04.23.14]
Director, Analytics Platform Development
Director, Analytics Platform Development

Linden Lab — San Francisco, California, United States
[04.23.14]
Sr. Front-end Web Developer
Create performance-optimized, highly interactive web interfaces.

Linden Lab — San Francisco, California, United States
[04.23.14]
Sr. Software Engineer, Back-end
Be the go-to person for the Python backend of our iOS app, Blocksworld!

2K — Novato, California, United States
[04.23.14]
Lead Mission Designer


Turbine Inc. — Needham, Massachusetts, United States
[04.23.14]
VP, Operations
Turbine is looking for a VP of Operations to lead our operations team.

Digital Extremes — London, Ontario, Canada
[04.23.14]
Programmers
Programmers

Blur Studio — Culver City, California, United States
[04.23.14]
3dsMax FX Artist


Sledgehammer Games / Activision — Foster City, California, United States
[04.23.14]
Desktop Support Technician, Temporary - Sledgehammer Games
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[04.23.14]
Senior Software Engineer-Vicarious Visions
See job description.