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December 20, 2014
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December 20, 2014
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Stalled engine: The TurboGrafx-16 turns 25 25
by Christian Nutt [09.12.14]
25 years ago, NEC released the video game system that fell first in the 16-bit console wars -- but what an interesting failure it was. The history of the TurboGrafx-16 as told by those who were there.
Business/Marketing, Console/PC, History

Selling a game before it's 'done': Tips and insight for paid alphas 10
by Kris Graft [08.28.14]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
Business/Marketing, Alternative Funding

Gamasutra Explains: The YouTuber Phenomenon 21
by Christian Nutt [07.31.14]
What do YouTubers do? Who are they? Why does it matter to you? Gamasutra looked into the phenomenon and created a handy guide so you can get up-to-speed on it.
Business/Marketing, Console/PC, YouTube

'Roguelikes': Getting to the heart of the it-genre 17
by Christian Nutt [05.21.14]
Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
Business/Marketing, Design, Interview, Console/PC, Smartphone/Tablet

Understanding the successful relaunch of Final Fantasy XIV 10
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


Nintendo prevails in yet another patent suit  
by Christian Nutt [12.19.14]
Though it suffered a major setback in a case against Philips recently, the video game giant has yet again won a case that could have stopped sales of the Wii U.
Business/Marketing, Console/PC

Our indie game bombed... But a year later, we've sold 100,000 copies 3
by Gamasutra Community [12.19.14]
A year after bombing, a developer comes back to report: "One year ago we released Ethan: Meteor Hunter on PC -- we sold 127 units. As of today, we have sold 112,567 units."
Business/Marketing, Console/PC, Indie

Best of 2014: The Rolodex 62
by Gamasutra Community [12.19.14]
"We should hire based on merit rather than gender." It's a great idea in theory, but can it work in practice? Jenn Frank discusses in this outstanding blog post.
Business/Marketing, Console/PC


What Developers Can Do About Pirating Games  
by Ulyana Chernyak [12.19.14]
Piracy is a serious concern for game developers and today's post looks at some of the options available to designers to try and combat piracy.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Hiring a gamedev artist? Here are some things to keep in mind  
by Zachary Strebeck [12.19.14]
Game lawyer Zachary Strebeck interviews game artists Art Vogt and Lux for some opinions on how game developers should deal with paying their artists.
Business/Marketing, Design, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Game Localization Issues Part I: Time Estimation  
by Pawel Rewinski [12.19.14]
The first part of a series of articles on issues which arise during the process of games localization and linguistic testing. This post is focused on time estimation issues.
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Top 5 Hmm Moments of 2014 1
by Benjamin Quintero [12.19.14]
Though some of these are arguably a multiple year affair, 2014 is the year that I felt affected by them the most.
Business/Marketing, Design, Production, Console/PC, Indie

Thank God I'm An Indie Dev  
by Laralyn McWilliams [12.19.14]
I think every game designer who's been around for a while gets the hitmaker urge. We swim in the commercial sea--our careers can easily become all about surviving wave after wave of "progress." Sometimes we lose sight of the simple joy in creation.
Business/Marketing, Design, Indie


En Masse Entertainment — Seattle, Washington, United States
[12.19.14]
Senior Product Manager
En Masse Entertainment is seeking a Senior Product Manager to lead help drive agile Marketing team. We’re a growing company of passionate gamers who love to come to “work.” We offer excellent service to our customers and each other. We’re looking for someone decisive, who can offer solutions, and isn't afraid to experiment. We need innovators who have learned from their past and have new ideas for the future.

En Masse Entertainment — Seattle, Washington, United States
[12.19.14]
Network Engineer
En Masse Entertainment (EME) is seeking an experienced and collaborative Network Engineer to help us build, automate, and maintain our network infrastructure. You will be working with high end Cisco, Juniper, Citrix, F5, and Netapp equipment in our flagship data center.

Hangar 13 — Novato, California, United States
[12.19.14]
Junior Level Architect - Temporary


Sucker Punch Productions — Bellevue, Washington, United States
[12.19.14]
IT Administrator


Sucker Punch Productions — Bellevue, Washington, United States
[12.19.14]
IT Administrator


Hangar 13 — Novato, California, United States
[12.19.14]
Senior Character Artist


GREE International — Vancouver, British Columbia, Canada
[12.19.14]
Sr. Game Systems Designer
Senior Game Systems Designer - GREE Canada, Vancouver BC

GREE International — Vancouver, British Columbia, Canada
[12.19.14]
Senior Product Manager
Senior Product Manager - GREE Canada, Vancouver BC

Gameloft — Seattle, Washington, United States
[12.19.14]
Gameplay Programmer


Cloud Imperium Games — Santa Monica, California, United States
[12.19.14]
Technical Artist