Postmortem: Sony Bend Studio's Uncharted: Golden Abyssby John Garvin, Francois Gilbert, Chris Reese, Jeff Ross[11.08.12]
In this incredibly detailed postmortem, Sony Bend dives deeply into the the development of Uncharted: Golden Abyss for the PlayStation Vita, explaining precisely what roadblocks held back the system's premier launch title.
Design, Postmortem, Production
The Tightrope Walk: Hitman Absolution, Freedom, and Realism by Christian Nutt[11.02.12] Hitman Absolution director Tore Blystad talks to Gamasutra about the challenges the latest game in the franchise have brought to the team at IO Interactive -- how they've dealt with the challenge of making the game realistic, but not too realistic to be fun.
Design, Interview
How to Design Your iOS Game to Grow: Learning from the Style of Tiger Styleby Wagner James Au[11.01.12]
In this excerpt from Game Design Secrets by Wagner James Au Randy Smith from Tiger Style (Spider: The Secret of Bryce Manor and Waking Mars) shares the story of how he and David Kalina built a successful mobile game studio building thoughtful, artful, genre-defying games for iOS.
Design, Indie, Smartphone/Tablet
Postmortem: Humble Hearts' Dust: An Elysian Tailby Dean Dodrill, Alex Kain[10.31.12]
In this candid and detailed postmortem, developer Dean Dodrill tells the tale of the challenging and largely solo development of Summer of Arcade hit Dust: An Elysian Tail, a title that took him over three years to create.
Audio, Design, Postmortem, Production, Art
Making Failure Fun by Josh Bycer[11.07.12]
Rogue-like design has been becoming popular among mainstream design recently. Today's post discusses the challenge of making the player fail, and have them come back for more.
Design
2D Voxel Madness at Long Last by Kris Steele[11.07.12]
Taking a look back at the development of my latest game 2D Voxel Madness, a development process was far longer and far more draining than initially anticipated.
Design, Console/PC
YAGER Development —
Berlin,
Be,
DEU
[11.07.12] Monetization Expert (f/m)
YAGER is currently seeking a talented and experienced Monetization Expert to join our pre-production team of yet unannounced title. The Monetization Expert will be responsible for creating and tuning our gameplay systems to maximize opportunities for thoughtful monetization. We want to offer our customers opportunities to personalize their game experience through micro-transactions without affecting game-balance or segregating our player base.
Business Development / Analyst / Legal, Game / Level Designer / Creative Director, Console / PC Games
YAGER Development —
Berlin,
Be,
DEU
[11.07.12] Senior Game Systems Designer (f/m)
YAGER is currently seeking a talented and experienced Game Systems Designer to join our pre-production team of yet unannounced title. Join us in shaping the direction of the project as a driving force in Systems Design and push the boundaries to deliver a unique user experience. We’re looking for people who love the idea of working together in interdisciplinary teams within a flat hierarchy and a fast-paced and professional environment.
Game / Level Designer / Creative Director, Console / PC Games
Raven Software / Activision —
Madison,
WI,
USA
[11.07.12] Senior Level Designer
RAVEN SOFTWARE, developer of numerous award-winning games, including contributions to the blockbuster Call of Duty series is seeking passionate developers to join an established team at work on a first-person shooter. Located in Madison, Wisconsin, RAVEN SOFTWARE offers an upscale work environment with state-of-the-art workstations, an outstanding compensation and benefits package, a fun, collaborative environment, affordable living and an exceptional quality of life!
Game / Level Designer / Creative Director