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April 18, 2014
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Understanding the successful relaunch of Final Fantasy XIV 3
by Christian Nutt [04.18.14]
Producer and director Naoki Yoshida sits down with Gamasutra for an in-depth interview about why he took on his successful quest to reboot a failed MMO into an all-new project.
Business/Marketing, Design, Production, Console/PC, Social/Online

What's next for Puzzle & Dragons and GungHo? 13
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet, Mobile Games

Video games and gun violence: A year after Sandy Hook 64
by Mike Rose [02.10.14]
Following the horrific December 2012 shooting at Sandy Hook, the game industry sat down with the Vice President to talk about gun violence. A year later we ask: What's come of that meeting? Gamasutra's Mike Rose reports.

Taking on the challenges of being a mom in game development 28
by Leigh Alexander [01.23.14]
Gamasutra's Leigh Alexander talks to game developers who also happen to be mothers, about the challenges of balancing work and life, and finding success in a male-dominated industry.
Business/Marketing, Recruitment

How today's game developers come to grips with self-promotion 17
by Leigh Alexander [01.15.14]
Leigh Alexander speaks to developers who have been forced to acclimate to a world where they have to market their own games, do their own press outreach, and create their own materials.
Business/Marketing, Indie

RockYou's new strategy: Rescue games that other publishers don't want  
by Christian Nutt [04.18.14]
RockYou is taking over Digital Chocolate and Playdom titles in two separate deals that bring 3 to 4 million players -- and some of the games' developers -- into its direct purview.
Business/Marketing, Social/Online, Smartphone/Tablet

Video: Breaking down the seven-year development of Antichamber  
by Staff [04.18.14]
Indie developer Alexander Bruce shares what his development philosophy and what he learned in a postmortem discussion of the development of Antichamber given at GDC 2014.
Audio, Video, GDC, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Vault

Kickstarter gets challenging: Cult County, and the potential for failure 10
by Gamasutra Community [04.18.14]
Despite spending a lot of effort on the campaign prior to launch, this post from Renegade Kid's Jools Watsham -- as well as its comments -- illustrate the challenges of funding games on Kickstarter.
Business/Marketing, Console/PC, Indie

10 Insightful Playtest Questions  
by Wesley Rockholz [04.18.14]
I brainstormed 10 questions that have the potential to produce valuable insights in almost any playtest questionnaire.
Business/Marketing, Design, Production

Audience Specific COPPA Compliance Approaches 101  
by Roy Smith [04.18.14]
Different games have different audiences, and the target audience for your game largely determines the approach you need to take to comply with US COPPA law. This post is audience-specific COPPA approaches for game developers 101.
Business/Marketing, Production, Social/Online, Smartphone/Tablet

The Flow Path: How I beat burnout and started having fun making games again 2
by Kee-Won Hong [04.18.14]
This is a response to my post Mistakes Were Made, and focuses on some things that have been helping me on the emotional/mental side. I discuss the dangers of crunch, the wonder of flow and my path to recovery from burnout.
Business/Marketing, Design, Programming, Production, Console/PC, Indie

Credit Cards and Geolocation  
by Ulyana Chernyak Xsolla [04.17.14]
How can Credit Cards aid in Geolocation and Gaming: from standard techniques such as discovering a userís IP address to more sophisticated methods such as identifying bank location, telephone area code, email address.
Business/Marketing, Social/Online

An Algorithm for Discovering "Hidden Gems" 9
by Lars Doucet [04.17.14]
What if there was a way to mathematically detect games that have a lot of interest from a small niche, but haven't gotten the wider exposure they deserve yet?
Business/Marketing, Console/PC, Indie

Telltale Games — San Rafael, California, United States
Sr. Platform Engineer (emphasis on Next-Gen and TV!)
Want to own our upcoming next-gen ports? Telltale Games is seeking an enthusiastic Senior Platform Engineer to help us build out our next-generation platform technology for XboxOne and PS4 for upcoming IPs and our award-winning titles!

Telltale Games — San Rafael, California, United States
Senior Systems Engineer - Core Technology
Want to break new ground in game and engine development? Telltale Games is seeking an enthusiastic Senior System Engineer to help us build our next-generation of episodic narrative technology for upcoming IPs and our award-winning titles!

Crystal Dynamics — Redwood City, California, United States
Environment Artist

Gameloft — New York, New York, United States
3D Artist
Mobile games dominator Gameloft is seeking 3D Artists!

Gameloft — New York, New York, United States
Mobile games dominator Gameloft is seeking Programmers! As a member of our engineering team, you will take part in the full cycle development of iOS video games.

Mapzen — New York (or San Francisco), New York, United States
Mobile Graphics Engineer

The Workshop — Marina del Rey, California, United States
Sr. Programmer (Generalist)

The Workshop — Marina del Rey, California, United States
Senior Graphics Programmer
Senior Graphics Programmer

Machine Zone — Palo Alto, California, United States
Senior Software Engineer (Server-Side)
Create game features for a top-performing mobile gaming studio

Fun Bits Interactive — SEATTLE, Washington, United States
Technical Artist
Fun Bits Interactive is a team of passionate and experienced game developers based in Seattle, WA. We are looking for a talented technical artist to join our team.