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September 16, 2014
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September 16, 2014
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20 fun facts about hex grids 12
by Gamasutra Community [09.16.14]
20 "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Design, Programming, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Swedish studio Image & Form thinks big with SteamWorld Heist Exclusive 3
by Mike Rose [09.16.14]
Back in April, I was feeling lucky. I emailed Brjann Sigurgeirsson at SteamWorld Dig studio Image & Form, with the subject line "Fishing for info." This particular line caught a bit one.
Business/Marketing, Console/PC, Exclusive, Video

Understanding what Minecraft really means to Microsoft Exclusive 21
by Kris Graft [09.15.14]
Microsoft's Mojang acquisition isn't just about owning digital LEGO, or laying claim to a cultural phenomenon -- it's about buying a whole lot of engaged users.
Business/Marketing, Console/PC, Smartphone/Tablet, Exclusive

Ludum Dare organizer ponders the game jam's future 5
by Mike Rose [09.16.14]
As the latest results of popular game jam Ludum Dare are revealed, the organizer of the jam has admitted that the movement has simply become too big for him to handle as a side-project anymore.
Business/Marketing, Console/PC, Indie, Video

Minecraft studio Mojang has been bought by Microsoft for $2.5B 76
by Mike Rose [09.15.14]
Minecraft studio Mojang has confirmed that the rumors are true: The developer is being bought by Microsoft for a whopping $2.5 billion.
Business/Marketing, Console/PC, Video

Devs don't market games the way they'd like, says GDC Next survey  
by Staff [09.16.14]
The results of GDC Next featuring ADC's discoverability survey reveal several fascinating trends in the way that modern game makers handle their marketing and community outreach efforts.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Super Smash Bros. for 3DS sold 1 million in its opening Japanese weekend 2
by Mike Rose [09.16.14]
The latest Super Smash Bros. for the Nintendo 3DS launched in Japan over the weekend -- and Nintendo says that the game has already sold more than 1 million copies.
Console/PC, Business/Marketing

When Shining Force meets Cannon Fodder: The design of Squids 1
by Gamasutra Community [09.15.14]
Emeric Thoa, creative director at The Game Bakers, explains the design decisions behind turned-based tactical RPG, Squids.
Design, Console/PC, Indie, Smartphone/Tablet


Stalled engine: The TurboGrafx-16 turns 25 17
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

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

Sponsored: 'Sweat, Swearing and Tears' - A new documentary series on indie game developers 8
by Jocelyn Moffatt [07.07.14]
Patrick Haynes, Founder and Executive Producer at Fatbelly Productions, speaks about his experience working with Barking Mouse Studio and Autodesk on a new indie game-focused documentary series.
Console/PC, Indie, Sponsored Feature, Smartphone/Tablet, Mobile Games

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs 22
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Design, Postmortem, Production, Console/PC, Indie

'Roguelikes': Getting to the heart of the it-genre 18
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


PC Engine interviews taken from The Untold History of Japanese Game Developers  
by John Szczepaniak [09.16.14]
A collection of interview excerpts with Japanese developers who worked on the PC Engine.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC

How to fix Destiny  
by Alex Nichiporchik [09.16.14]
Let's take a look at Destiny and how we could fix it
Design, Console/PC

Microsoft-Mojang is about the future not the money  
by Tim Merel [09.16.14]
Microsoft’s acquisition of Mojang is about the future, not short term economics
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Could streaming copyrighted content soon be made a felony?  
by Zachary Strebeck [09.16.14]
Recent comments by a Justice Department official make it clear that there is a push for harsher penalties for streaming copyrighted material. Whether or not Congress implements the changes, and how they do it, is another story entirely.
Business/Marketing, Console/PC, Indie

Why Make Games? 1
by Trent Polack [09.16.14]
I was having a conversation with a friend the other day and reminded about my time in the game industry when I wondered, really wondered, why on Earth I ended up making games for a living. This is my attempt at figuring that out.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet


Reload Studios Inc. — Tarzana, California, United States
[09.16.14]
Generalist Programmer


BattleCry Studios — Austin, Texas, United States
[09.16.14]
Technical Producer
Battlecry Studios is seeking an experienced Technical Producer to help drive and coordinate development of game server, platform, and back-end technologies for our game, BATTLECRY.

BattleCry Studios — Austin, Texas, United States
[09.16.14]
Senior VFX Artist
We are looking for a Senior VFX Artist with a desire to craft high quality, dramatic and visceral visual effects.

BattleCry Studios — Austin, Texas, United States
[09.16.14]
Senior Server Engineer
BattleCry Studios is seeking a qualified Senior Server Engineer to help create and maintain an online title.

BattleCry Studios — Austin, Texas, United States
[09.16.14]
Senior Python / Backend Services Engineer
BattleCry Studios is seeking a Senior Backend Services Engineer who is an expert in Python and databases.

BattleCry Studios — Austin, Texas, United States
[09.16.14]
Senior Graphics Engineer
BattleCry Studios is seeking a generalist Senior Graphics Engineer to help maintain, optimize, and extend a cutting-edge graphics engine in the client of an online title.

BattleCry Studios — Austin, Texas, United States
[09.16.14]
Senior Gameplay Engineer
BattleCry Studios is seeking a qualified Senior Gameplay Engineer to help create and maintain our newly announced online title, BATTLECRY.

BattleCry Studios — Austin, Texas, United States
[09.16.14]
Senior Backend/Server Engineer
BattleCry Studios is seeking a qualified Senior Backend/Server Engineer to help create and maintain game services for our online title, BATTLECRY.

BattleCry Studios — Austin, Texas, United States
[09.16.14]
Economist
We are looking for an Economist with a desire to analyze and help develop the emergent virtual economy of BATTLECRY.

BattleCry Studios — Austin, Texas, United States
[09.16.14]
Associate Python Engineer
BattleCry Studios is seeking an Associate Python Engineer to assist in programming features for our recently announced online title, BATTLECRY.