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April 21, 2015
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Stalled engine: The TurboGrafx-16 turns 25 28
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 22
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 19
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


A quick guide to public funding for Finnish devs  
by Gamasutra Community [04.21.15]
"Iím writing about learnings in applying for public funding, what kind of money sources we have tapped into at Epic Owl and what surprises we have encountered."
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Pay-To-Flay: Examining microtransactions in Mortal Kombat X Exclusive 5
by Alex Wawro [04.21.15]
F2P monetization mechanics are seeping into premium game design, and with Mortal Kombat X selling "Easy Fatality" consumables, Gamasutra asks: how do you monetize without compromising game design?
Business/Marketing, Design, Console/PC, Exclusive

Kabam pivots toward China with hopes of a $1 billion game 1
by Christian Nutt [04.20.15]
The San Francisco mobile studio which took a major investment from Alibaba is shedding a small portion of its staff and developing far fewer games -- with bigger ambitions.
Business/Marketing, Smartphone/Tablet


How we Kickstarted our Campaign with a Launch Party  
by Richard Atlas [04.20.15]
Our company ran a launch party for our Kickstarter at a local video games bar, and it seems to have worked out quite nicely! Think about being innovative in ways outside of what's directly in your games :)
Business/Marketing, Production, Console/PC, Indie, Social/Online

Starting up a game business: Travelguide into Finnish public funding  
by Juha Vainio [04.20.15]
Epic Owl's CEO Juha writes about how to go about funding a game startup in Finland and how to avoid some of the pitfalls on the way. An interesting and eye opening article even if you aren't from Finland.
Business/Marketing, Indie, Smartphone/Tablet

The Four Horsemen Of VR 12
by Simon Carless [04.17.15]
I wanted to use the idea of gradually advancing, uh, harbingers for virtual reality, now that I've tried four or five VR systems with games, movies, and apps. Which will win - and which needs to?
Business/Marketing, Design, Console/PC, Smartphone/Tablet, VR

Greenlit in 7 days, one game's journey  
by Patrick Corrieri [04.17.15]
We'll be looking at our experience with Greenlight, the choices we made that we think worked, statistic and numbers throughout the campaign and of course taking any questions you might have.
Business/Marketing, Production, Console/PC, Indie

The most important reason to register your copyrights  
by Zachary Strebeck [04.16.15]
Game lawyer Zachary Strebeck looks at the big reason you should register your copyrights sooner than later: more money. A prompt registration allows you to get damages for infringement without having to prove how you were actually damaged.
Business/Marketing, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Remedy Entertainment — Espoo, Finland
[04.21.15]
VFX Artist


Remedy Entertainment — Espoo, Finland
[04.21.15]
Cinematic Animator


InnoGames GmbH — Hamburg, Germany
[04.21.15]
Software Developer PHP (m/f)
Software Developer PHP (m/f)

InnoGames GmbH — Hamburg, Germany
[04.21.15]
Software Developer C++ Mobile (m/f)
Mobile Developer C++ (m/f)

InnoGames GmbH — Hamburg, Germany
[04.21.15]
Mobile Developer iOS (m/f)
Mobile Developer iOS (m/f)

InnoGames GmbH — Hamburg, Germany
[04.21.15]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

InnoGames GmbH — Hamburg, Germany
[04.21.15]
Payment Frontend Developer (m/f)
Payment Frontend Developer (m/f)

InnoGames GmbH — Hamburg, Germany
[04.21.15]
Game Designer / Story Writer (m/f)
Game Designer / Story Writer (m/f)

InnoGames GmbH — Hamburg, Germany
[04.21.15]
QA Technical Tester (m/f)
QA Technical Tester (m/f)

Bigpoint — Hamburg, Germany
[04.21.15]
Lead QA Tester (m/f) - Hamburg - 3586