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August 4, 2015
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August 4, 2015
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Facebook cancels plans to change how ads work  
by Christian Nutt [08.04.15]
In the face of fierce opposition from ad networks and game developers, the company scraps plans to force sharing of information with the platform.
Business/Marketing, Smartphone/Tablet

Women in the game industry share stories of improving diversity  
by Alex Wawro [08.04.15]
A panel of women from companies like King, NaturalMotion and Gameloft came together at GDC Europe today to share their experiences as women in the industry and offer advice for increasing diversity.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Spry Fox's Alphabear cracks the code of mobile puzzle popularity  
by Chris Baker [08.04.15]
How Alphabear braved the dark waters of the free-to-play ocean with irresistible viral sharing and a sensible business model -- and made it through the journey 1 million downloads strong.
Business/Marketing, Production, Smartphone/Tablet

Hooking up Elias' adaptive game music to Unity  
by Gamasutra Community [08.04.15]
"I am going to show you a real world example of how adaptive music is used in a game, how simple it is for programmers to get Elias up and running in Unity."
Audio, Console/PC, Indie, Smartphone/Tablet

5 lessons learned building Vainglory, a MOBA for touchscreens 2
by Gamasutra Community [08.04.15]
"I wanted to share five lessons we’ve learned while developing the game and bringing a super core, traditionally PC-only genre to touch screens."
Business/Marketing, Design, Programming, Production, Smartphone/Tablet

5 video game translation tools 2
by Gamasutra Community [08.04.15]
A list of five tools used by a professional localization house when translating video games -- ranging from free to paid tools.
Production, Console/PC, Smartphone/Tablet

Gameplay vs. story: How to strike the balance you want 3
by Gamasutra Community [08.03.15]
Experienced narrative designer Evan Skolnick (Star Wars: Battlefront, Dying Light) explores how different games balance gameplay and story, and offers a design framework for making your own choice.
Design, Console/PC, Smartphone/Tablet

Lessons learned while fixing memory leaks in Unity 6
by Gamasutra Community [08.03.15]
Boss Fight Entertainment CTO Rich Geldreich shares a list of practical tips and lessons learned when fixing a major, game-crashing memory leak in Unity.
Programming, Console/PC, Indie, Smartphone/Tablet

Best of 2014: Gamasutra's Top Games of the Year 10
by Christian Nutt, Brandon Sheffield, Kris Graft, Alex Wawro, Leigh Alexander, Phill Cameron [12.22.14]
Making a definitive "best of" is impossible, thanks to the diversity of games out there. But Gamasutra's small staff, naturally, played a whole lot of games this year, and we all have strong opinions about the ones we loved.
Design, Console/PC, Smartphone/Tablet, Mobile Games

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

'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

What's next for Puzzle & Dragons and GungHo? 16
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet, Mobile Games

Ethical Free-to-Play Game Design (And Why it Matters) 110
by Greg Costikyan [01.10.14]
Ex-Playdom senior designer and game industry veteran Greg Costikyan takes a hard look at free-to-play design and business practices and urges the industry to change them -- as ethical design will increase long-term value.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

4 Things to Know About the Difference Between iOS and Android Mobile Gamers  
by Nate Barker [08.04.15]
Ever wonder who's playing on Android and iOS? The demographics are changing and the numbers don't lie. Here's a little insight on the similarities and differences between an Apple and Android gamer.
Business/Marketing, Smartphone/Tablet

Cheating at Candy Crush Saga  
by Marcus Carter [08.04.15]
Often, cheating is understood as transgressive and non-playful. Thinking of it this way, and defining it just as a 'violation of rules', is an unproductive way to think about cheating and its relationship to game design.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

App Store Optimization for Game Developers  
by Trevor McCalmont [08.04.15]
App Store Optimization, or ASO, is an essential marketing tactic for game developers. App Store Optimization means improving an app’s keywords, description and other attributes in order to rank higher in that marketplace’s search results.
Business/Marketing, Indie, Smartphone/Tablet

Examining The Five Nights at Freddy's Experience  
by Josh Bycer [08.03.15]
The Five Nights at Freddy's series has become a cult sensation over the last year and today's post looks at what it did from a horror and design angle.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

CrowdStar — Burlingame, California, United States
Community Manager

Gumi Europe — Paris, France
Senior Game Designer

Gumi Europe — Paris, France
Creative Producer

Gumi Europe — Paris, France
Development Manager

Zindagi Games — Camarillo, California, United States
Software Engineer
Zindagi Games is looking for Software Engineers!

Zindagi Games — Camarillo, California, United States
Senior Mobile Game Designer
Zindagi Games has an immediate opening for a "SENIOR" MOBILE GAME DESIGNER!

Tripwire Interactive LLC — Roswell, Georgia, United States
Project Manager/Producer
We currently need a Project Manager, reporting to the Senior Producer, to boost our production management capability, working on Killing Floor 2 and future projects.

Boss Fight Entertainment, Inc. — McKinney, Texas, United States
Art Director

STEAM Engine — Austin, Texas, United States
Senior Game Designer

ToyTalk — San Francisco, California, United States
Gameplay and Prototyping Engineer