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Latest Features
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May 18, 2012
 
arrow A Personal Journey: Jenova Chen's Goals for Games [4]
 
arrow Predicting Churn: Data-Mining Your Game [7]
 
arrow A Revolution in Sound: Break Down the Walls! [1]
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Latest Blogs
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May 18, 2012
 
Pleasure without learning leads to addiction [5]
 
Gen4: The Hard Sell All Around [5]
 
A Grim Reminder: An analysis of Legend of Grimrock [10]
 
Game On exhibition - Celebrating its 10th Anniversary!
 
The Real Cost of Diablo 3's Real Money Auction House [27]
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Latest Jobs
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May 18, 2012
 
Roblox
Game Developer – ROBLOX – Fast Growing...
 
Nexon America, Inc.
Game Development Intern
 
Inhance Digital Corp
Technical Services and Tradeshow Support
 
Industrial Light and Magic
Creature ATD
 
FLOAT (hybrid entertainment)
UX/UI Designer
 
Riot Games
Fraud Prevention Manager
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Latest Press Releases
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May 18, 2012
 
The Mojave Makeover
–Massive update
for...
 
Age of Games releases the
9th episode of the Dev...
 
Aoineko Studios Releases
First Look of Kitaru...
 
DEVOLVER DIGITAL LAUNCHES
BEST-SELLING TO-FU:
THE...
 
Worms Revolution to
expand gameplay with
dynamic...
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About
spacer Editor-In-Chief:
Kris Graft
Features Director:
Christian Nutt
News Director:
Frank Cifaldi
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
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News

News » Production
 
 
Get a job: SCE Santa Monica and others hiring now on the Gamasutra jobs board
by Eric Caoili [05.18.12]
In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles in every major discipline, including opportunities at SCE Santa Monica Studios, Monolith Productions, and others.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Recruitment
 
 
 
Gamasutra Classics: Behind the scenes of Tom Clancy's Rainbow Six Exclusive
by Staff [05.18.12]
The Red Storm-developed Tom Clancy's Rainbow Six may have sparked a new line of big-budget tactical shooters following its launch in 1998, but that initial title came from some very modest roots.
Console/PC, Production, Exclusive
 
 
Flash, Facebook lead social developer tech survey Exclusive
by Patrick Miller [05.17.12]
Social developers weigh in on what they use -- and what they want to use -- in the May 2012 issue of Game Developer magazine, with a continued focus on Flash complemented by a new trend toward Unity.
Social/Online, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive
 
6
How Indiana Jones Adventure World's core game mechanics target Facebook players Exclusive
by Patrick Miller [05.16.12]
"We like to think that Indiana Jones Adventure World was one of the first Zynga games with consequences," writes lead designer Seth Sivak in a new Game Developer magazine postmortem.
Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive
 
3
Why the sound designer has to come out of the booth
by Staff [05.16.12]
"I want a culture where sound is not literally invisible," writes Rob Bridgett, senior audio director on Prototype 2, in his new feature about changing the physical and mental working spaces around sound.
Console/PC, Audio, Production
 
2
Get a job: Treyarch and others hiring now on the Gamasutra jobs board
by Eric Caoili [05.14.12]
In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles in every major discipline, including opportunities at Avalanche Studios, Treyarch, Monolith Productions, and others.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Recruitment
 
2
Serious Sam's latest indie outing grew into more than marketing Exclusive
by Brandon Sheffield [05.14.12]
Serious Sam Double D: XXL was meant to be part of the marketing campaign for a retail release of a new Serious Sam game. But it grew into something larger, developer Nathan Fouts tells Gamasutra.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive
 
6
Digital games should be more like networks than products, says EA's Segerstrale Exclusive
by Tom Curtis [05.11.12]
As EA increasingly emphasizes its digital game initiatives, company executive Kristian Segerstrale believes that it will need to focus less on individual products, and more on suites of games that span multiple platforms.
Production, Business/Marketing, Exclusive
 
 
GameSalad, Tencent partnership brings localized development tools to China
by Mike Rose [05.11.12]
Major Chinese Internet company Tencent has partnered with game authoring tools company GameSalad, to bring a localized version of its development platform to China.
Smartphone/Tablet, Production, Business/Marketing
 
10
Opinion: Four reasons we're not as good as we could be
by Chad Moore [05.11.12]
In this reprinted #altdevblogaday opinion piece, Turbine Games' technical art director Chad Moore explains how distractions keep us from reaching our full potential, and looks at ways to eliminate them.
Console/PC, Production
 
5
Facebook now allows developers to sell their games
by Frank Cifaldi [05.09.12]
For the first time, Facebook is allowing its game and application developers to charge a flat rate for its products, adding an additional revenue option to the traditionally free-to-play platform.
Social/Online, Production, Business/Marketing
 
4
Facebook's new App Center takes inspiration from Apple's App Store
by Frank Cifaldi [05.09.12]
Facebook is hoping to bring more exposure to mobile-compatible apps on its platform with App Connect, a central hub that takes close inspiration from digital marketplaces such as Apple's App Store.
Social/Online, Production, Business/Marketing
 
 
GDC Europe 2012 opens registration, debuts Cousins, Blue Byte talks
by Staff [05.09.12]
GDC Europe organizers have opened registration for the August show in Cologne, Germany, revealing initial talks from Ben Cousins (on 'When The Consoles Die: Redux'), and Ubisoft Blue Byte's heads on free-to-play games.
Console/PC, Social/Online, Smartphone/Tablet, Production, Business/Marketing, GDC Europe
 
6
Nine months later, Google+ game devs are reluctant to share success stories Exclusive
by Paul Hyman [05.09.12]
An informal survey of game developers putting titles on Google+ reveals that while some are hopeful, none are willing to divulge specific user numbers that would surely be dwarfed by Facebook.
Social/Online, Production, Business/Marketing, Exclusive
 
 
Zynga enters crowded 'bubble shooter' market with NBA Jam creator's latest Exclusive
by Frank Cifaldi [05.08.12]
NBA Jam and NFL Blitz creator Mark Turmell's first game for Zynga, a match-three bubble shooter, is the first step toward expanding the company's portfolio to include arcade-style twitch games.
Social/Online, Design, Production, Business/Marketing, Exclusive
 
 
Get a job: Bethesda and others hiring now on the Gamasutra jobs board
by Eric Caoili [05.07.12]
In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles in every major discipline, including opportunities at Bethesda Softworks, Ready At Dawn Studios, and others.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Recruitment
 
 
Your game industry in your words: Week of May 4
by Eric Caoili [05.04.12]
Gamasutra highlights choice quotes from industry figures such as Creative Assembly's Tim Heaton, Sony Santa Monica's Chris Sutton, Naughty Dog's Richard Lemarchand, and many others in this weekly roundup.
Console/PC, Social/Online, Indie, Art, Design, Production, Business/Marketing
 
4
Why 'ninja' developer Tose published its first game in 32 years Exclusive
by Frank Cifaldi [05.03.12]
After 32 years of secretive, behind-the-scenes game development, Tose has broken its own rule of "never" publishing games. Speaking exclusively to Gamasutra, the elusive company explains why.
Console/PC, Programming, Production, Exclusive
 
2
Tales from the GDC Vault: A retrospective look at game development in 1997 Exclusive
by Staff [05.02.12]
The GDC Vault debuts landmark videos from the 1997 conference, featuring musician George Sanger on computer music research, Brian Moriarty on creatively engaging players in online games, and more.
Console/PC, Audio, Design, Production, Exclusive, GDC
 
 
Brain in a Jar's unique freelance approach to racing sim development Exclusive
by Mike Rose [05.02.12]
Independent racing sim developer Brain in a Jar (OpenWheel) explains to Gamasutra how it takes advantage of "a scalable workforce of freelancers to manage production capacity."
Console/PC, Production, Business/Marketing, Exclusive
 
   
 
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