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August 20, 2014
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GDC GM Meggan Scavio calls for speaker diversity at GDC 2015 2
by GDC Staff [08.19.14]
Game Developers Conference general manager Meggan Scavio explains her plans to expand the diversity of the community interacting at the 28th annual GDC next March.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

Rockstar art director Ian J. Bowden moves to mobile games  
by Mike Rose [08.19.14]
Ian Bowden, formerly art director at Rockstar and a Grand Theft Auto veteran, has left the company to join casual and social game studio GameDuell.
Business/Marketing, Console/PC, Smartphone/Tablet

I released a mobile game a month in 2014, and here's my sales data 9
by Gamasutra Community [08.15.14]
"I haven't given up on Amazon and WP8 yet, but I can't strongly recommend releases on those platforms. Google Play and iOS are the platforms that drive mobile sales."
Business/Marketing, Indie, Smartphone/Tablet

Blog: How I accidentally gave away my game for free 20
by Gamasutra Community [08.13.14]
"I forgot to switch out the test code before I submitted the game. As a result, you can open my game, tap on Restore Purchases, and then BOOM, you just snatched a $1.99 game for free."
Business/Marketing, Programming, Smartphone/Tablet

Pokemon developer Game Freak is making its first mobile game 1
by Alex Wawro [08.19.14]
The company is making its first foray into mobile development as it prepares to bring its self-published downloadable Nintendo 3DS game Soliti Horse to Android and iOS devices this year.
Business/Marketing, Production, Console/PC, Smartphone/Tablet

IGDA: Valve is the #1 place developers want to work 1
by Alex Wawro [08.19.14]
Data culled from a recent survey conducted by the International Game Developers Association suggests that most developers would choose to work at Valve over any other company, even their own.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet, Recruitment

Perfect World's profits double following strong free-to-play sales  
by Mike Rose [08.19.14]
Free-to-play giant Perfect World doubled its profits during the last quarter, thanks to sales increases in both its online PC games and mobile titles.
Business/Marketing, Console/PC, Smartphone/Tablet

This Week in Video Game Criticism: From Critical Let's Plays to a History of Mobile Games  
by Zolani Stewart [08.18.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Zolani Stewart on topics ranging from the rising tide of Youtube games criticism to a history of mobile games.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet


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) 99
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

Best of 2013: Gamasutra's Top Games of the Year 51
by Gamasutra staff [12.23.13]
In 2013, we handled our "Game of the Year" list quite differently. Instead of publishing a single top 10, Gamasutra writers simply picked five games that they loved most in 2013.
Design, Console/PC, Smartphone/Tablet


Paying to win  
by Ethan Levy [08.19.14]
I dedicated $100 and 10 hours to climbing the PvP leaderboard in a free-to-play, mobile, build and battle game. This is what I learned along the way.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

Gaming Localization Part II: How to Ensure Gaming Localization Success  
by Caitlin Nicholson [08.19.14]
We've already covered some things you need to be aware of for gaming localization. How can you ensure this process will be successful?
Business/Marketing, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Shadowgate Blog #2 - Bringing back Shadowgate  
by Karl Roelofs [08.18.14]
This blog details the steps that led toward resurrecting the graphic point-and-click adventure Shadowgate. It further narrates the design decisions that led to the User Interface and game controls developed for the title.
Audio, Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet

The Nokia 3210  
by Zoya Street [08.18.14]
Understanding the mobile phone user as a snake in a box
Smartphone/Tablet

Starting Games Programming  
by Lindsay Cox [08.18.14]
Opinion piece. Loads of people ask me about getting into game programming and mention Unity. I don't think Unity is the place to start.
Programming, Console/PC, Indie, Smartphone/Tablet


Big Fish Games — Seattle, Washington, United States
[08.19.14]
Engineering Manager- Studios


Big Fish Games — Seattle, Washington, United States
[08.19.14]
Senior Game Developer


Mobilityware — Irvine, California, United States
[08.19.14]
Senior UI Artist


Shiver Entertainment — Miami, Florida, United States
[08.19.14]
Gameplay Programmer/Engineer - All Levels
Shiver is Miami's newest video game start-up, backed by industry veterans and sizable capital.

Vicarious Visions / Activision — Albany, New York, United States
[08.19.14]
VFX Artist-Vicarious Visions
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[08.19.14]
Associate Game Designer-Temporary-Vicarious Visions
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[08.19.14]
Animator-Temporary-Vicarious Visions
See job description.

PerBlue — Madison, Wisconsin, United States
[08.18.14]
Community Support Agent


Glu Mobile — Bellevue, Washington, United States
[08.15.14]
Lead Engineer
Lead Engineer

GREE International — San Francisco, California, United States
[08.14.14]
Senior Software Engineer, Unity
Senior Software Engineer, Unity