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April 24, 2014
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April 24, 2014
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Updates » Social/Online
Blog: How to get the best our of your external QA team 2
by Gamasutra Community [04.11.14]
"We had different sorts of clients, ranging from the biggest players to the small indie studios. All of them made common mistakes -- some of which are easily avoided."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing

Blog: OpenFL & Haxe, a bumpy start 16
by Gamasutra Community [04.11.14]
OpenFL is cool. Haxe is cool. Open source is cool. My impression with Haxe is that, the road is going to be bumpy, but it's still a good technology for developing for both Windows and Flash.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Zynga CFO Mark Vranesh will leave the company next month  
by Alex Wawro [04.10.14]
Zynga CFO/CAO Mark Vranesh will be leaving the company next month after roughly six years of service, but not before he trains his replacement -- former Best Buy executive David Lee.
Social/Online, Smartphone/Tablet, Business/Marketing

Get a job: Linden Lab is looking to hire a Lead Engineer  
by Staff [04.10.14]
Second Life developer Linden Lab seeks a lead engineer to join the team in San Francisco working on the company's mobile game Blocksworld.
Social/Online, Smartphone/Tablet, Programming, Production, Recruitment

Blog: Games, gambling, and the psychology of the near-miss 3
by Gamasutra Community [04.10.14]
"Put simply, the near-miss is a psychological 'pseudo-reward' in which failures are seen as 'nearly successful.' In games of skill, near misses offer useful feedback and encourage improvement."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

A veteran producer's tips for working with a licensor 7
by Gamasutra Community [04.10.14]
What you are buying with the license may be obvious to you, but not everyone on your team may have the same idea. And when it comes to your project goals, being of one mind is always important.
Console/PC, Social/Online, Smartphone/Tablet, Production

'We fight the urge to just completely drop the price' 15
by Kris Graft [04.10.14]
"Double Fine wants to keep indies premium," says Double Fine COO Justin Bailey. "You see that in our own games and how we're positioning them."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Feature boards: What's next for agile development? 5
by Gamasutra Community [04.10.14]
A Feature Board serves the team. It shows them the state of each feature on a daily basis and leads to conversations that are necessary for a cross-discipline game team.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

GaymerX2 accepting speaker submissions through end of April  
by Christian Nutt [04.09.14]
LGBT-focused game event GaymerX returns to San Francisco for its second year following a successful crowdfunding campaign -- and is accepting speaker submissions through April 30.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Video: Is publishing dead? 7
by Staff [04.09.14]
The publishing business is evolving rapidly, so it's worth watching game industry veteran Mitch Lasky's free GDC 2014 talk about the pros and cons of the competing next-generation publishing models.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Video, Vault

Get a job: CCP is hiring a Visual Effects Artist  
by Staff [04.09.14]
EVE Online developer CCP Games is looking to hire a visual effects artist to work on its science-fiction MMORPG alongside the team headquartered in Reykjavik, Iceland.
Console/PC, Social/Online, Art, Production, Recruitment

Blog: Can we make good games for everybody? 14
by Gamasutra Community [04.09.14]
"I try to act as I perceive right and moral. Hence itís my opinion that what we seek is to treat everyone with equality."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

Kabam expands European presence with new Berlin office  
by Alex Wawro [04.09.14]
Free-to-play game publisher/developer Kabam has opened a new office in Berlin in an effort to expand its European presence.
Social/Online, Smartphone/Tablet, Production, Business/Marketing

Blog: Of money, games and trust 10
by Gamasutra Community [04.09.14]
"What IS fair? What is that model to pay for games -- and game devs -- which is intrinsically ethical, honest, and rewarding towards true talent and dedication?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

Q&A: Hearthstone heralds new challenges for Blizzard on mobile Exclusive 2
by Alex Wawro [04.08.14]
Gamasutra sat down to chat briefly with Blizzard's Jason Chayes and Bryan Chang about the trials and triumphs they faced while developing and launching Hearthstone for iPad.
Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing, Exclusive

Apogee Software: When the sultans of shareware went retail Exclusive GDMag Exclusive  
by Alexander Antoniades [04.08.14]
In this reprint from the February 1995 issue of Game Developer magazine, editor-at-large Alexander Antoniades describes Apogee Software's attempt to move beyond shareware development.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive, GD Mag Exclusive, GD Mag

Blog: Working in the game industry - A job to die for? 51
by Gamasutra Community [04.08.14]
"After worrying that my boyfriend had fallen asleep at the wheel and crashed his car, we agreed on a compromise. He'd work his 20 hours of crunch a week by staying over two nights a week at a cheap hotel."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

Video: #1ReasonToBe panel inspires standing ovation at GDC 2014 3
by GDC Staff [04.07.14]
GDC 2014 saw the triumphant return of one of the conferenceís most popular sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

This Week in Video Game Criticism: Of Assassins and Game Jams  
by Kris Ligman [04.07.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics including the meltdown of GAME_JAM and what Assassin's Creed gets right about race.
Console/PC, Social/Online, Indie, Design

Chris Crawford pitches game that may help put a ship on the moon  
by Alex Wawro [04.07.14]
Game industry veteran Chris Crawford pitched a game, Rocket Science, that has been chosen as one of three finalists of the Games for Change Festival's Shoot for the Moon design challenge.
Console/PC, Social/Online, Indie, Design, Business/Marketing