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Postmortem: ACE Team's Zeno Clash
by Carlos Bordeu
[10.08.09]
ACE Team's Zeno Clash story holds intriguing lessons for indie startups on the merit of keeping true to one's artistic vision -- and on the unpredictability of the design process.
[10]
Audio, Game Design, Postmortem, Production, Visual Art
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Globalizing Production for the Future
by Troy Dunniway
[09.23.09]
Game developers must reassess outdated production processes and mature their business models -- true globalization goes beyond outsourcing, and here are the risks, realities and rewards.
[11]
Production
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Gaming the System: How to Really Get Ahead in the Game Industry
by Brandon Sheffield
[09.16.09]
In this article, originally published in Game Developer magazine, pseudonymous developers of all levels share their honest, sometimes cutting thoughts on what it takes to truly succeed in each game industry discipline.
[22]
Audio, Business, Game Design, Programming, Production, Visual Art
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Postmortem: Realtime Worlds' Crackdown
by Phil Wilson
[09.07.09]
In this Gamasutra bonus feature, published online for the first time in honor of Realtime Worlds' upcoming APB and spinoff studio Ruffian's Crackdown 2, we reprint Game Developer magazine's October 2007 postmortem of RTW's first project, the Xbox 360-exclusive open world action game Crackdown.
[2]
Business, Game Design, Postmortem, Production
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From the Ashes of Mythos: The Art of Torchlight
by Jason Beck
[09.03.09]
What happens when developers lose control of a nearly-finished game soon before its planned release? After forming a new studio, Runic Games, many of the developers behind Mythos transitioned to Torchlight, and they recount the art direction decisions behind the creation of their new IP here.
[8]
Business, Game Design, Production, Visual Art
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In-Depth: Inside The Making Of High Voltage's The Conduit
by Staff
[08.19.09]
Extracting from a postmortem of High Voltage Software's The Conduit, Gamasutra looks at how the Wii first-person shooter's team battled with scheduling and tech issues to stay on focus and ship the game.
PC, Console, Originals, Design, Production
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Gamasutra Expert Blogs: From Morals To Exhaustion
by Chris Remo
[07.09.09]
In the latest highlights from Gamasutra's Expert Blogs, industry veterans write in depth about infusing games with morality, balancing weapons, and the pluses and minuses of going indie.
PC, Console, Originals, Programming, Design, Production
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The Community Manager Interviews: Naughty Dog's Arne Meyer
by Chris Remo
[04.20.09]
The first in a four-part Gamasutra series on community management features Naughty Dog's Arne Meyer on social networking, PR/community disparity, and not driving the message.
PC, Console, Mobile Console, Originals, Production
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Snowblind Studios —
Bothell,
WA,
USA
[11.06.09]
Lead Designer - Snowblind Studios - #114430
Benefits Include:
Incentive Plan, 401(k) matching contribution, relocation assistance, referral award program, tuition reimbursement program, adoption assistance program, employee discount program, 20 days personal leave per year, 10 holidays per year (one is floating), company parties and movie outings, medical/dental/vision (employee is 100% paid, dependents are 80% paid), life, AD&D, LTD, FSA, EAP.
Game / Level Designer / Creative Director, Producer / Director / Project Manager
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Gargantuan Studios —
San Mateo,
CA,
USA
[11.06.09]
Technical Director
Gargantuan is committed to building a studio where great games are a direct result of our studio culture. We are creating a place where the team has enormous talent, where collaboration is constant, innovation is fostered, simplicity is valued, great people grow, and everyone is excited to go to work in the morning. A place where focusing on fun for the player isn’t something we have to remind ourselves to do. In short, we are building the kind of studio that we have always wanted to work in.
Producer / Director / Project Manager, Programmer / Engineer
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Gargantuan Studios —
San Mateo,
CA,
USA
[11.06.09]
Technical Art Director
Producer / Director / Project Manager
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Full Sail Real World Education —
Winter Park,
FL,
USA
[11.06.09]
Instructor - Production Methodologies
Educator / Instructor, Producer / Director / Project Manager
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Rainbow Studios —
Phoenix,
AZ,
USA
[11.05.09]
Senior Producer
Rainbow Studios, a subsidiary of THQ, is one of the largest video game developers in the Southwest and develops premier original and licensed titles for current and next generation console systems. We are continuing our legacy of industry-leading games by working on a variety of exciting and competitive projects. Employees choose Rainbow Studios over our competitors because we develop successful titles with broad appeal while promoting an all important work-life balance. In an industry where 2 years at one company is considered a lengthy tenure, Rainbow’s average is well over 4 years!
Producer / Director / Project Manager
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Gazillion Entertainment —
San Mateo,
CA,
USA
[11.05.09]
Project Manager
Gazillion Entertainment is an independent videogame production company currently underway on several major projects for the worldwide market. We are backed by leading venture capital funds and corporate investment groups in the media sector. Our creative staff comes from companies like Electronic Arts, Activision, Midway, Namco, Lucas Arts, and many other established companies. We have 100 people on staff currently, and we are based in San Mateo, CA.
Producer / Director / Project Manager
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EZD Productions —
Walnut Creek,
CA,
USA
[11.05.09]
Production Coordinator
Producer / Director / Project Manager
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Gazillion Entertainment —
San Mateo,
CA,
USA
[11.05.09]
GameBase Assistant Producer
Gazillion Entertainment, Inc. is a leading developer, publisher and operator of massively multiplayer online (MMO) games for wide audiences. With team members from Apple, Blizzard Entertainment, Microsoft Game Studios, Pixar Animation Studios and many other leading companies, Gazillion has assembled talent from across the landscape of MMOs, console videogames, animated feature films and technology to address the mission of building breakthrough MMOs capable of resonating with wide audiences.
Producer / Director / Project Manager
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Airtight Games —
Redmond/Seattle,
WA,
USA
[11.05.09]
Producer
Airtight Games is a group of industry veterans formed around the core of the team that produced the award winning, 90 ranked game "Crimson Skies: High Road to Revenge" and the upcoming, new IP developed with Capcom called "Dark Void". We are beginning production on another original AAA IP with a top tier publisher this spring and are currently recruiting top notch talent for key positions. This is a chance to get on board a unique project with a quality focused development and publishing team.
Producer / Director / Project Manager
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Relic Entertainment —
Vancouver,
BC,
CAN
[11.05.09]
Senior Associate Producer
Relic Entertainment, award-winning developer of Homeworld, Dawn of War and Company of Heroes, wants an experienced and motivated Senior Associate Producer to help us manage Warhammer 40,000: Space Marine, our new console action RPG set in the Warhammer 40K Universe.
Producer / Director / Project Manager
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