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December 12, 2018
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Catching up with indie studio Tomorrow Corporation
by John Harris [12.12.18]
The members of Little Inferno and Human Resources Machine dev Tomorrow Corporation helped define the indie movement of the mid-2000s. We pick their brains and see what they're up to today.
Design, Production, Console/PC, Indie, Video

Sledgehammer Games co-founder Glen Schofield has left Activision  
by Chris Kerr [12.11.18]
The news might come as a surprise to some, given it's only been a few months since Schofield announced he'd be departing Sledgehammer to take on new "executive duties" within Activision. 
Business/Marketing, Production, Console/PC

Blog: Building a team-oriented approval process  
by Gamasutra Community [12.11.18]
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities.
Design, Production

Blog: Why the Epic Store (in its current state) isn't good for anyone 34
by Gamasutra Community [12.11.18]
Epic puts in 12 percent of the effort with an abysmal game launcher and few user features, but still some fantastic incentives for indie developers.
Business/Marketing, Production

Sea of Thieves devs share automated testing tips at GDC 2019  
by Staff [12.11.18]
Hey game makers, at the 2019 Game Developers Conference in March the Sea of Thieves devs will show you how they found success using automated testing techniques from day one!
Production, Console/PC

UBM India announces the premiere edition of Game Development and Design Conference
by UBM India [12.11.18]
UBM India has announced the premiere edition of Game Development and Design Conference (GDDC) slated for February 21st-22nd 2019 in Pune.
Audio, Business/Marketing, Design, Programming, Production, Art


Making of a indie horror game  
by Arjun Sankhala [12.11.18]
Day first of making a indie horror game - downloading the assets
Design, Programming, Production, Art, Indie, Smartphone/Tablet

A Team-Oriented Approval Process  
by Timothy Ryan [12.10.18]
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities. This can be tackled with a team-oriented approval process.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Smartphone/Tablet

How Do Free Apps Make Money in 2018?  
by Aleksandra Bessalitskykh [12.10.18]
If you are thinking of developing an app and are unsure how a free app brings profit, the following article provides clarification.
Business/Marketing, Programming, Production, Social/Online

Video Game Deep Cuts: Smash That Punch-Out, Hard  
by Simon Carless [12.09.18]
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a review (& compendium of reviews) for the latest acclaimed Smash Bros. game, & a multitude of other neatness.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Producer's First Steps  
by Nick Guilliams [12.06.18]
The overarching lesson that helped me understand how to be a better producer and team leader.
Production, Indie

Thank You to the Achievers Still Playing Harry Potter: Hogwarts Mystery  
by Hannah O\'Brien [12.06.18]
A look at player motivations and how they are helping Harry Potter: Hogwarts Mystery. The games only saving grace.
Business/Marketing, Design, Production, Smartphone/Tablet


Disruptor Beam, Inc. — Framingham, Massachusetts, United States
[12.11.18]
Senior Producer


Velan Studios — Troy, New York, United States
[12.10.18]
Lead Producer


Sucker Punch Productions — bellevue, Washington, United States
[12.07.18]
Outsource Artist


Sucker Punch Productions — Bellevue, Washington, United States
[12.07.18]
Character Outsource Artist


Disruptor Beam, Inc. — Framingham, Massachusetts, United States
[12.06.18]
Game Director, Star Trek Timelines


Sony PlayStation — San Mateo, California, United States
[12.05.18]
Sr. Technical Program Manager - PlayStation
The Sr. Technical Program Manager reports into the Platform Planning & Management (PPM) department’s Business Operations team and is primarily focused on “Go to Market” and in-life project management, communications & operations around the launch of platform products and features. These projects are typically platform initiatives which vary in scope and subject matter, ranging from incremental feature planning through to new hardware and software releases. The PPM team works with a broad set of internal and external teams including global counterparts responsible for all aspects of product planning and development in the PlayStation family. As such, the ideal candidate has direct experience of platform planning and/or managing projects in a global digital media entertainment environment (gaming experience/interest strongly desired).

Deep Silver FISHLABS — Hamburg, Germany
[12.05.18]
Senior Producer (f/m)


Cryptic Studios — Los Gatos, California, United States
[11.19.18]
Producer, Magic The Gathering MMO


XSEED Games — Torrance, California, United States
[11.13.18]
Localization Editor


University of Utah — Salt Lake City , Utah, United States
[10.15.18]
Assistant/Associate/Professor (Lecturer)