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February 22, 2012
 
Signus Labs
 
GarageGames, LLC.
 
Ozone Music and Sound
 
Manchester Music
 
SomaTone Interactive Inc.
 
Yale Music
 
Clean Cuts Music & Sound Design
 
Media Elements
 
Mission Critical Studios
 
Supergenius
 
Event Calendar
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arrow GDC 2012
San Francisco, United States
03.05.2012
 
arrow Penn College Open House
, United States
03.24.2012
 
arrow GameTech 2012 Users’ Conference
Orlando, United States
03.26.2012
 
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Los Angeles, United States
06.05.2012
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Production Features

  Postmortem: Days of Wonder's Ticket to Ride Pocket by Yann Corno, Gerald Guyomard [02.22.12]
The developers of Ticket to Ride take a look at the complexities that drive the development of an iPhone title -- even one that's based on both an existing board game and successful iPad app can encounter a lot of difficulties in planning and implementation. 1
Business, Game Design, Postmortem, Production, Indie, Smartphone/Tablet
 
 
Postmortem: CyberConnect 2's Solatorobo: Red the Hunter by Takayuki Isobe [02.08.12]
The director of the cult hit Nintendo DS game Solatorobo: Red the Hunter writes about how the "old game development style" the team pursued for the game resulted in an unusually collaborative team -- and a game with a lot of heart. 1
Business, Game Design, Postmortem, Production, Visual Art
 
Postmortem: Appy Entertainment's SpellCraft School of Magic by Paul O'Connor [02.01.12]
Appy Entertainment, the developer behind Trucks & Skulls and FaceFighter, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously. 5
Business, Game Design, Postmortem, Production, Visual Art, Indie, Social/Online, Smartphone/Tablet
 
Postmortem: Mode 7 Games' Frozen Synapse by Paul Taylor [01.25.12]
The story of how the popular and acclaimed indie strategy game took shape, straight from Mode 7 Games joint-managing director Paul Taylor -- including both how the game exceeded the team's expectations and how they were unprepared for its success. 3
Audio, Business, Game Design, Postmortem, Production, Indie
 
A Story Of GameLayers, Inc. by Justin Hall [11.10.11]
In 2007 Justin Hall co-founded GameLayers with an ambitious plan to bring an MMO to the Firefox toolbar, before ultimately shutting down in 2009. Gamasutra presents an exhaustive look back at the entire ride. 11
Business, Game Design, Postmortem, Production, Social/Online

Production News

  Ticket to Ride Pocket devs on the perils of switching tools during development Exclusive
by Staff [02.22.12]
In Gamasutra's latest postmortem, Days of Wonder's CTO and lead developer explain how switching to new versions of tools can wreak havoc with schedules.  
Smartphone/Tablet, Exclusive, Programming, Production
 
 
The Last Guardian development help comes from Sony's Western teams
by Tom Curtis [02.21.12]
Over the past several months, Sony's much-anticipated The Last Guardian has been through a number of delays, staff changes, and publicity mishaps. Now, the company says that a number of other Sony studios are working to get the project out the door. 7
Console/PC, Production
 
Get a job: Bungie and others hiring now on the Gamasutra jobs board
by Eric Caoili [02.21.12]
In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles in every major discipline, including opportunities at Ready At Dawn Studios, Bungie, Humanature Studios, and others.  
Console/PC, Programming, Art, Audio, Design, Production, Business, Marketing

Production Blogs

  Piracy and the four currencies
by Lars Doucet [02.22.12]
Most piracy debates only discuss one currency: money-dollars. This is wrong because there are at LEAST four: money-dollars, time-dollars, pain-in-the-butt-dollars, and integrity-dollars. 4
Business, Game Design, Production, Console/PC, Indie
 
 
The Case for Episodic Gaming, Episode 1
by Craig Ellsworth [02.21.12]
Let's take a look at the merits of Episodic Gaming, from every point of view, from Designer to Publisher to Player. It's a model we should seriously consider being a much bigger chunk of industry games. 1
Business, Game Design, Production
 
Teaching Your Games To Think: An Introduction To Artificial Intelligence
by Pat Flannery [02.21.12]
Playing and interacting with your game should be a no-brainer, but you definitely don’t want your game to be a no-brainer. Teaming up with someone versed in AI design, or learning the practice yourself, will help make your games immersive and interactive. 5
Game Design, Programming, Production
 
Can't Catch 'em All.
by MichaelVaughn Green [02.20.12]
Apple is failing to stop even the most obvious copyright offenders. What can be done? 3
Production, Smartphone/Tablet
 
New Illyriad Website
by Ben Adams [02.20.12]
The Illyriad website has a new look and more updated, detailed information about the game.  
Business, Production, Visual Art, Serious, Indie, Social/Online

Production Jobs

  Irrational Games — Quincy, MA, USA
[02.22.12]
Associate Producer
Irrational Games, the team that created the original Bioshock, is currently looking for a full-time Associate Producer to work closely with the Director of Development, Producers, and Department Leads and Directors to organize and coordinate the game development process.
Producer / Director / Project Manager
 
 
Kiz Toys Creative Studio — Charleston, SC, USA
[02.22.12]
Web Content producer/Manager

Producer / Director / Project Manager
 
A2Z-OC Research and Development Center — Lake Forest, CA, USA
[02.21.12]
Games Producer

Producer / Director / Project Manager
 
Double Fine Productions — San Francisco, CA, USA
[02.20.12]
Product Development Manager

Producer / Director / Project Manager
 
2K Sports — Novato, CA, USA
[02.20.12]
Social Gaming Associate Producer

Producer / Director / Project Manager
 
Game Circus LLC — Dallas, TX, USA
[02.20.12]
Producer

Producer / Director / Project Manager
 
Black Lantern Studios, Inc — Springfield, MO, USA
[02.17.12]
Senior Producer

Producer / Director / Project Manager
 
Ubisoft — San Francisco, CA, USA
[02.17.12]
Producer – Social Networking Games

Producer / Director / Project Manager
 
THQ Montreal — Montreal, PQ, CAN
[02.17.12]
Cinematic Gameplay Director – THQ Montreal
THQ as a high quality, craft driven developer of world class games and transmedia properties. A key to this is the building of a new 400 person studio in Montreal where we will develop new IP and partner with our existing studios THQ Studio Montreal is a very unique opportunity to get in at the ground floor and help us build a new and successful culture of creativity, innovation and fun.
Producer / Director / Project Manager
 
Sony Computer Entertainment America LLC — San Diego, CA, USA
[02.17.12]
World Wide Studios Technical Product Manager
Be a part of the most exciting and innovating computer entertainment in North America. Sony Computer Entertainment America LLC (SCEA) markets the PlayStation® family of products and develops, publishes, markets, and distributes software for the PS one™ console, the PlayStation®2 and PlayStation®3 computer entertainment systems and the PlayStation Portable (PSP™).
Producer / Director / Project Manager

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