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July 3, 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 24
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


Blog: Mobile free-to-play games are not evil 20
by Gamasutra Community [07.03.15]
"Itís very common to hear from developers how evil, hurtful or abusive mobile games are. I donít think most of the comments reflect the reality."
Business/Marketing, Smartphone/Tablet

Mod Mentality: How Tabletop Simulator was made to be broken Exclusive  
by Alex Wawro [07.03.15]
Indie devs (and former modders) Jason Henry and Kimiko chat with Gamasutra about why they developed an "online tabletop sandbox" game aimed explicitly at modders, and what they learned along the way.
Business/Marketing, Design, Production, Console/PC, Indie, Exclusive

'Indiependence Day' promotion shines light on dev struggles 1
by Christian Nutt [07.02.15]
Indie dev consultant Dan Adelman has launched a campaign to help indies sell more games over the U.S. upcoming holiday weekend -- at full price.
Business/Marketing, Console/PC, Indie


Missing Translation, adventures in black and white  
by Luis Diaz [07.02.15]
Soooooo we made something called "Missing Translation". After 14 months of development it's finally out. We got quite a lot of exposition, passed greenlight, closed a deal with a publisher, won awards and even got our apk stolen. Wanna know our story?
Business/Marketing, Production, Console/PC, Indie, Smartphone/Tablet

Segmentation for Game Developers  
by Mo Firouz [07.02.15]
Push notifications are a powerful resource to engage and reward gamers. Segmentation is key to ensuring the users you reach out to will be incentivized by your messages. Mix this with your gameplay mechanics as a hook to engage with your gamer audience.
Business/Marketing, Programming, Serious, Social/Online, Smartphone/Tablet

Using Guinea Pig Games to Size up Appleís New App Analytics  
by Lysiane Charest [07.02.15]
A few weeks ago, Apple announced the public release of its App Analytics. In this post, I explain why this new tool is a good news for indies. I also share some real data from some Execution Labs' mobile alumni teams.
Business/Marketing, Indie, Smartphone/Tablet

Don't Roll The Dice On Your Social Casino Player  
by Marina Sapunova [07.01.15]
The Social Casino Games market is dominated by several large companies, but it does not prevent other developers from being successful. Understanding what drives the players to spend money is your key to success!
Business/Marketing, Production, Console/PC, Serious, Social/Online, Smartphone/Tablet

Games affecting people 7
by Raph Koster [06.30.15]
"They're just entertainment." "It's not our problem." "No, they don't." "Do you want games to be censored?" Lots of developers don't want to talk about if and how games affect people! But let's do it anyway.
Business/Marketing, Design


Framestore — London, England, United Kingdom
[07.03.15]
Rigging TD


Crytek — Shanghai, China
[07.03.15]
Technical Director


Vicarious Visions / Activision — Albany, New York, United States
[07.03.15]
VV-Character Combat Designer
See job description.

Vrse — Los Angeles, California, United States
[07.03.15]
Mobile Platform Developer


Vrse — Los Angeles, California, United States
[07.03.15]
Video Encder


Vrse — Los Angeles, California, United States
[07.03.15]
Unity Developer


Vrse — Los Angeles, California, United States
[07.03.15]
OpenGL Software Developer


Vrse — Los Angeles, California, United States
[07.03.15]
VP of Engineering


Amazon — Seattle, Washington, United States
[07.02.15]
Sr. Game Development Engineer - Amazon Game Studios


Amazon — Seattle, Washington, United States
[07.02.15]
Tools Engineer