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Co-Opportunity: Lessons Learned Working Full-Time

Game design student Jake Carfagno recalls his recent experience working full-time as part of Drexel University's cooperative education program.

Postmortem: Ninja Dude Vs Zombies 2

Eugene Utkin details the lessons his team learned from the difficulties they faced during the production of Ninja Dude Vs Zombies 2.

Captain Starshot: A Team Lead's Takeaway

Nick Guilliams reflects on the year he spent producing Captain Starshot, a student game developed at Breda University of Applied Sciences.

Approaching The Challenges Of Team Design

Gameplay designer Leszek Gorniak highlights three methods for minimizing friction and increasing productivity among developers assigned to group projects.

Tips And Tricks To Manage Open Game Development

Want to experiment with an early access business model? Goblinz Studio's Yannick Elahee outlines helpful techniques and best practices for managing open development.

Was It Worth Quitting My Job To Make A Game?

Armaan Sandhu breaks down the financial realities of quitting a full time job in order to pursue the solo development of his recently released project Rainswept.

What Publishers Look For In Games

David Logan presents a guide to crafting your pitch and materials, getting noticed, and taking the right steps toward finding a publisher for your project.

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  • What Publishers Look For In Games [07.09.19]
  • img David Logan presents a guide to crafting your pitch and materials, getting noticed, and taking the right steps toward finding a publisher for your project.
  • Postmortem: Ninja Dude Vs Zombies 2 [07.04.19]
  • img Eugene Utkin details the lessons his team learned from the difficulties they faced during the production of Ninja Dude Vs Zombies 2.
  • Approaching The Challenges Of Team Design [06.27.19]
  • img Gameplay designer Leszek Gorniak highlights three methods for minimizing friction and increasing productivity among developers assigned to group projects.