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January 25, 2015
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January 25, 2015
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Blog: My game's done. Now comes the stress of a one-man PR effort 14
by Gamasutra Community [01.23.15]
"The important thing to keep in mind: don't read too much of the feedback. The negative reactions (and they are always amongst the first) are not helpful in keeping enthusiastic and telling the world about your game."
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

The rough road of taking HyperBowl from arcade attraction to mobile game  
by Gamasutra Community [01.23.15]
A 2001 arcade attraction game becomes a modern mobile title -- a fascinating story that includes crashed PCs, difficult data exports, and a move to Unity.
Business/Marketing, Programming, Production, Indie, Smartphone/Tablet

Get a job: Be a Mobile Game Engineer for Sega Networks  
by Staff [01.23.15]
Sega Networks' Three Rings studio is looking for developers with strong backgrounds in mobile and server-side engineering to work on new mobile and live operations games in San Francisco, CA.
Programming, Smartphone/Tablet, Recruitment

The development and sales of a niche iOS game: Freediving Hunter 7
by Gamasutra Community [01.23.15]
A quick and cost breakdown, and sales/revenue (with promotional costs factored in) for Freediving Hunter, which has been available on the App Store for 8 months.
Business/Marketing, Smartphone/Tablet

Numbers in games: What they say about us 14
by Gamasutra Community [01.23.15]
"Clearly I seem to be drawn to games about numbers going up. But the truth of the matter is the numbers in games mean things -- they represent complex systems, whether ecosystems, economies or relationships."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Work for hire horror: How keeping calm can lead to success 1
by Brandon Sheffield [01.22.15]
Lessons in how not burning bridges and putting up with publisher BS can lead to lucrative development contracts -- if you can keep your wits about you and your head above water.
Business/Marketing, Production, Indie, Smartphone/Tablet

Blog: Don't lose work - An auto-save solution for Unity 3
by Gamasutra Community [01.22.15]
"What can you do when a team member suffers a recurring Unity editor crash, losing all level design work? My answer was to write a small and helpful editor extension -- auto-save!"
Programming, Console/PC, Serious, Indie, Smartphone/Tablet

Workflow for cheap construction animations in a city builder game 3
by Gamasutra Community [01.22.15]
A mobile art how-to: "We created five frames of build-up animations for around 40 buildings -- we made them in a cheap way, taking a few days. It takes little budget, but the quality is not compromised."
Art, Indie, Smartphone/Tablet

Best of 2014: Gamasutra's Top Games of the Year 9
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 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

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) 108
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

Unity3D Issue Fix Timestamps and assets maps out of sync 4
by Wajahat Karim [01.23.15]
After opening Unity3D to start working, when you see that there is not a single asset and game object in the scene, you will know that all the hard work of your game development have been gone due to minor Unity bug and you don't know why.
Programming, Console/PC, Indie, Smartphone/Tablet

Is your mobile game or website complying with this new California law? 2
by Zachary Strebeck [01.23.15]
Game lawyer Zachary Strebeck discusses a new California that may apply to website and mobile app developers who direct their services toward minors.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Why You Must Test-Drive Your Game before Heading Overseas, and How to Do It Right  
by Patrick Yip [01.22.15]
In this blog post, we explored why localization testing is essential for game localization, and offered some actionable tips for you to test your game right.
Business/Marketing, Production, Smartphone/Tablet

Auto Save for Unity 3
by Lior Tal [01.22.15]
A simple and useful editor code for Unity that perform Auto Save for the currently open scene every few minutes.
Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

Ad to Cash and Ad to Fun Ratio in Free To Play Games  
by Alexandru Bleau [01.22.15]
A look at the Ad to Cash ratio in several free to play games and a question regarding what influences this or what should.
Business/Marketing, Serious, Indie, Smartphone/Tablet

DoubleDown Interactive — Seattle, Washington, United States
Mobile Game Developer
Mobile Game Developer

Sega Networks Inc. — San Francisco, California, United States
Mobile Game Engineer

PerBlue — Madison, Wisconsin, United States
UI Artist

PlayRaven — Helsinki, Finland
Senior Server Programmer

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

Phosphor Games Studio — Chicago, Illinois, United States
Game Producer

Rewind FX — St Albans / North London, England, United Kingdom
UE4 / 3D Game Artists

Gameloft — Brisbane, Queensland, Australia
Creative Director
We are searching for an experienced Creative Director to join our fun, fast paced production studio in sunny Brisbane!

Freeform Development, Inc. — Oakland, California, United States
Unity3D Engineer

Kiwi, Inc. — Palo Alto, California, United States
Lead UI/UX Designer