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September 19, 2017
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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

Video: 6 ways of leveraging AI to help build content for your game  
by Staff [09.19.17]
At GDC 2017, six experienced game makers from across the industry take the stage together to present six practical ways to implement AI-driven procedural content generation in games.
Programming, Production, Console/PC, Indie, Video, Vault

The GDC 2018 Mobile Summit seeks your great talk submissions!  
by Staff [09.19.17]
Heads up: organizersarestillaccepting pitches for Summit sessionsatGame Developers Conference 2018, whichis coming back tothe Moscone Center in San Francisco March 19-23, 2018!
Audio, Business/Marketing, Design, Programming, Production, Art, Smartphone/Tablet, GDC

Follow Gamasutra's VRDC 2017 coverage right here!  
by Staff [09.19.17]
VRDC Fall 2017is happening this week! Gamasutra will be there to cover a wide variety of talks, panels, and demos during the show, which is happening this Thursday and Friday, September 21-22.
Audio, Business/Marketing, Design, Programming, Production, Art

The Mysterious World of DIY Indie Marketing 6
by David Wehle [09.18.17]
I took the more difficult route of being a one-man dev/marketer for my fox adventure game, and it went better than I thought. Here's what I learned.
Business/Marketing, Production, Console/PC, Indie

Advanced UX Prototyping: Finding the fun :), Minus (-) the code!  
by Om Tandon [09.18.17]
Rapid prototyping and play testing a high fidelity Match 3 game from part? All that and more without writing a single line of CODE!
Business/Marketing, Design, Production, Serious, Smartphone/Tablet

2 Games in 2 Months with a Stranger from Reddit  
by Sky Copeland [09.18.17]
Interested in making a new artist contact and in making a few small-scope games; I reached out to the /r/INAT subreddit with an open request for a collaboration and the following documents the outcome of this adventure.
Production, Indie

Video Game Deep Cuts: An HDR Tooth Nindie Tail? 2
by Simon Carless [09.17.17]
The top articles & videos for the week include the state of HDR in gaming, behind the scenes on new RTS Tooth & Tail, and stories from some key Nintendo indies.
Business/Marketing, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, VR

Porting Cursed Castilla to Nintendo 3DS - What kind of sorcery is this? 1
by Eva Gaspar [09.14.17]
When we started working in Cursed Castilla, the 3DS was the platform where we wanted the game to be played but accomplishing it wouldn't be exactly straightforward. Even so, we decided to launch it no matter what...Here is how we achieve that heroic deed.
Programming, Production, Indie

Level EX — CHICAGO, Illinois, United States
Associate Producer

Fig — San Francisco, California, United States
Campaign Manager

Giant Enemy Crab — Seattle, Washington, United States
Technical Producer
We’re looking for a full-time Technical Producer to help our small studio grow and flourish. We make Due Process, a session-based 5v5 tactical shooter featuring procedurally-generated maps and a planning phase where players collaborate over a map to stage clever attacks and iron-tight defenses in close quarter battle. >Giant Enemy Crab is a freshly-published studio, and this is a crucial hire for a seasoned leader we can trust to shepherd us to release. If you know all the pitfalls of game development and have wanted to shape a studio for success, this is your shot.

Infinity Ward / Activision — Woodland Hills, California, United States
Engine Software Engineer
Infinity Ward is looking for an Engine Software Engineer, someone who considers themselves a Generalist with the ability to work with (or near) rendering code. You would be comfortable understanding the needs of and writing a render target management system as well as modifying how the priorities function in our threaded worker command system. You might find yourself debugging an access violation in the render list generation code one day and working on optimizing the shader compiler build pipeline the next.

Infinity Ward / Activision — Woodland Hills, California, United States
Senior Game Designer (Scripter)
Infinity Ward is looking for a senior level, Single-Player Gameplay Designer on some of the best-selling and most critically acclaimed shooters of all time.

Infinity Ward / Activision — Woodland Hills, California, United States
Tools Engineer
The tools team at Infinity Ward is responsible for providing a good user experience for the content creation story of game development. This includes improving the content editing tools as well as the build pipeline technology used to deliver content changes to the game. It also encompasses delivering good feedback to the entire studio on both a micro and macro level. This includes keeping artists informed about the specific changes they submit, and the larger team informed about the health of the whole game.

Pixelberry Studios — Mountain View, California, United States
Senior Game Writer

Crystal Dynamics — Redwood City, California, United States
Executive Producer

Tic Toc Games — Burbank, California, United States
Game Producer

Bohemia Interactive Simulations - US — Orlando, Florida, United States