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August 5, 2013
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Postmortem: Kingdoms of Amalur: Reckoning 11
by Mike Fridley [07.30.13]
In this postmortem, reprinted from the April 2012 issue of Game Developer magazine, former Big Huge Games executive producer Mike Fridley walks through what went right and what went wrong with Kingdoms of Amalur's production leading up to a release that would sink two studios.
Postmortem, Production, GD Mag Exclusive, Alternative Funding

When players buy your game before it's done: Expert tips on alpha funding 3
by Mike Rose [07.30.13]
Interested in alpha funding? Find out what you need to know first -- from Dean Hall (DayZ), Chris Simpson (Project Zomboid), and of course Markus "Notch" Persson (Minecraft), among others.
Business/Marketing, Production, Console/PC, Indie, Social/Online, Crowdfunding, Alternative Funding

The SCUMM Diary: Stories behind one of the greatest game engines ever made 10
by Mike Bevan, Staff [07.12.13]
It's rare that the mention of a video game engine can elicit emotions nearly as strong as the games that it powers, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder tells the stories behind the well-regarded engine.
Design, Programming, Production

Postmortem: Treyarch's 2002 hit, Spider-Man 1
by Jamie Fristrom [06.21.13]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
Design, Postmortem, Programming, Production, Exclusive, GD Mag Exclusive

Postmortem: Pangalore's Knightly Adventure 3
by Doyon Kim [06.21.13]
A 3D Unity MMO for smartphones and social networks -- one which has cloud-based saving and social elements? Oh, and it's the company's first game ever -- developed across two continents? No big deal.
Business/Marketing, Postmortem, Production, Art, Smartphone/Tablet


Keep your day job: The costs of developing an indie game 6
by Gamasutra Community [08.02.13]
Casper Bodewitz knew his engineering background would help him understand game dev from a cost and schedule perspective. He shares his post-project thoughts on budgets and schedule here.
Business/Marketing, Production, Indie, Alternative Funding

Grants for your games: An interview with the National Endowment for the Humanities Exclusive  
by Kris Ligman [08.02.13]
The National Endowment for the Humanities' Office of Digital Humanities offers funding to developers and scholars of interactive media. Is this funding right for you?
Production, Art, Serious, Indie, Student/Education, Exclusive, Alternative Funding

'A shooter like Bejeweled Blitz': The Drowning's unusual mandate Exclusive 1
by Leigh Alexander [08.01.13]
DeNA's always-outspoken Ben Cousins talks about The Drowning, Scattered Entertainment's attempt to address the evolving mobile space.
Business/Marketing, Design, Production, Smartphone/Tablet, Exclusive


Making videogames without killing yourself  
by Robert Fearon [08.04.13]
Videogames are great and life is short, we're going to make the best of both.
Business/Marketing, Production, Serious, Indie

Ethics, Economics and Crowdfunding  
by Orcun Nisli [08.02.13]
Creative director of Monochroma (Recently on Kickstarter) discusses the history of video games and why crowdfunding is a milestone for ethics of video game economics.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Don't give up the day job (yet) 6
by Casper Bodewitz [08.01.13]
When you are trying to fund a game you are trying to gather money to make money. In this blog post I will talk about how to apply this common business sense to indie game development. Where should you get the money from and how should you spend it?
Production, Indie

What will it take for any MMORPG to overtake World of Warcraft? 4
by Matt Rider [08.01.13]
The following article was originaly published as a response to a question on Quora on 10 Nov, 2012.
Production, Social/Online

Different Types of Game Artists  
by Koen Deetman [07.30.13]
A game needs written code to execute 'behaviour'. It needs 'design' to function according to concept, and it also needs 'visuals' to give the game style and character. Game Artists take care of that artistic job.
Production, Art


Bigpoint GmbH — Berlin, , DEU
[08.02.13]
Projektmanager (m/w)
We are looking for a highly passionate and motivated Project Manager
Producer / Director / Project Manager

Bigpoint GmbH — Berlin, Be, DEU
[08.02.13]
Producer (m/f)
In keeping in line with the business goals of the company, the Producer is responsible for the development of one or more games – from inception to launch as well as for the further development of the game after launch throughout the entire product life cycle. He/she is responsible for delivering a compelling and high-quality monetizing title on time and on budget.
Producer / Director / Project Manager



Blizzard Entertainment — Irvine, CA, USA
[08.01.13]
Producer, In-Game Projects
The in-game producer for our cinematics department is responsible for the management of processes, procedures, and deliverables for their given projects. As project producer you will, in conjunction with the department supervisor, senior project producer and CG supervisor, manage the artists they are responsible for.
Art / Animation, Game / Level Designer / Creative Director, Producer / Director / Project Manager

Edge of Reality — Austin, TX, USA
[08.01.13]
Director of Marketing/Brand Manager
Plan and develop our core branding communications to enhance sales and obtain new users, while work closely with the development team to creatively execute strategic marketing plans that spread brand awareness around the web. You will be in charge of managing our community team, and crafting our messaging for both new and old players alike. We need someone who can wear many hats, and can take on a load of responsibilities.
Producer / Director / Project Manager


Sony Computer Entertainment America - Santa Monica — Santa Monica, CA, USA
[07.30.13]
Producer

Producer / Director / Project Manager

Wargaming.net — Chicago, IL, USA
[07.29.13]
Release Manager
Wargaming is seeking multiple Release Managers for our upcoming projects. This individual will coordinate all of Wargaming West’s global product releases. They will work closely with various teams and Project Managers to understand the current status and potential impacts given to a release.
Producer / Director / Project Manager, Network / System Admin / IT

Crystal Dynamics — Redwood City, CA, USA
[07.23.13]
Producer

Producer / Director / Project Manager