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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Game developers must reassess outdated production processes and mature their business models -- true globalization goes beyond outsourcing, and here are the risks, realities and rewards.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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Sony Computer Entertainment America —
CA,
USA
[11.11.09]
Senior Staff Technical Project Manager
Be a part of the most exciting and innovating computer entertainment in North America. Sony Computer Entertainment America (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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2K Games —
Novato,
CA,
USA
[11.11.09]
Senior Publisher Producer
You are the general, a smooth game-publishing machine. Budget? Check. Vertical Slice ready? Check. Marketing knows why your game matters? And how! You’re so smooth your developers refer to time before they worked with you as the “Dark Scary Time.” You were put here on this planet for the sole purpose of bringing high-quality video games to expectant gamers like a Next-Generation Digital Distribution Stork.
Producer / Director / Project Manager
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Sony Online Entertainment —
Tucson,
AZ,
USA
[11.11.09]
Technical Director
Producer / Director / Project Manager, Programmer / Engineer
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Turbine Inc. —
Westwood,
MA,
USA
[11.11.09]
Project Management / Project Managers
Producer / Director / Project Manager
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KingsIsle Entertainment, Inc. —
Austin,
TX,
USA
[11.11.09]
Associate Producer
Producer / Director / Project Manager
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Vicarious Visions / Activision —
Albany,
NY,
USA
[11.10.09]
Producer
Vicarious Visions (www.vvisions.com) has gained critical acclaim with hit titles for top brands such as Tony Hawk's Pro Skater™, Spider-Man®, and Star Wars®. VV games are known for pushing technical boundaries to deliver addictive gameplay and immersive art that bring favorite characters and worlds to life for portable, console, and PC gamers. Vicarious Visions is also home to the pioneering Intrinsic Alchemy® middleware technology and tools, which are being used to power hit titles in development at Activision and other studios worldwide. VV offers a competitive compensation and benefits package including fully paid health benefits, bonus plan, flexible PTO plan, and 401K with match.
Producer / Director / Project Manager
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BioWare Austin —
Austin,
TX,
USA
[11.10.09]
Live Producer
Producer / Director / Project Manager
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Gargantuan Studios —
San Mateo,
CA,
USA
[11.06.09]
Technical Art Director
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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EZD Productions —
Walnut Creek,
CA,
USA
[11.05.09]
Production Coordinator
Producer / Director / Project Manager
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