Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 6, 2015
arrowPress Releases
October 6, 2015
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Refactoring: The way to perfection 4
by Gamasutra Community [10.06.15]
"Refactoring is a necessity to reach the best version of your game. Don't look down on it. Refactor as often as you can and you won't regret it. Saving that one MB today may save your life tomorrow."
Programming, Console/PC, Indie, Smartphone/Tablet

Video: Watch ten great European indie game talks in under an hour  
by Staff [10.05.15]
Check out the second annual GDC Europe Innovative Games Showcase, a curated exhibition of innovative and experimental games, with 10 microtalks from indie devs about new ways to design games.
Design, Console/PC, Indie, Smartphone/Tablet, Video, Vault

Don't Miss: 5 tips for making great animations in 2D games 35
by Eric Caolli [10.02.15]
Want to create eye-catching sprites for your 2D game? In this classic 2012 feature, two animators who've worked on some vibrant 2D games offer five tips for stepping up your sprites.
Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

How to write compelling feature lists: Imperative verbs 8
by Gamasutra Community [10.02.15]
"What I’m here to share with you today is one simple little trick that’ll make players feel compelled to buy your game: Make your feature lists about the player’s experience while playing your game."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Opinion: 'Interactive fiction' is just another way of saying 'game' 20
by Katherine Cross [10.01.15]
Columnist Katherine Cross applies a critical lens to the old game/non-game debate surrounding interactive fiction.
Design, Serious, Indie, Smartphone/Tablet

The power of random reinforcement 6
by Gamasutra Community [10.01.15]
"You can feel that if you only draw another card you’ll succeed, you’ll get your reward. This is the same type of condoning that makes you buy another booster pack or another lottery ticket."
Design, Console/PC, Indie, Smartphone/Tablet

Secrets of free-to-play: 'Threat generation' 5
by Gamasutra Community [10.06.15]
Ramin Shokrizade: "Threat generation is the act of generating anxiety in a consumer while also offering to 'protect' them from the anxiety you just created, for a fee."
Business/Marketing, Console/PC, Smartphone/Tablet

thatgamecompany co-founder Kellee Santiago joins Google Play Games  
by Chris Kerr [10.05.15]
Former thatgamecompany president and co-founder Kellee Santiago has joined the Google Play Games team.
Business/Marketing, Production, 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 25
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

Free Cross-Platform Arcade Game One Year Postmortem: Max Gentlemen  
by Ryan Wiemeyer [10.06.15]
This postmortem covers the very human side of development and how what was supposed to be a free little 3 month project took over a year. Read on to see how the successful developers of Organ Trail totally flopped on their sophomore game.
Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet

Security Is Not A Game  
by Marc Boroditsky [10.06.15]
Mobile devices had brought about an exciting new era for gaming but with this growth also comes a whole new set of threats and vulnerabilities. In addressing these, game designers are tasked with preserving both the integrity, and security, of the game.
Design, Programming, Production, Smartphone/Tablet

Exhibiting at the Tokyo Game Show indie area – was it worth it? 2
by Brandon Sheffield [10.05.15]
Necrosoft Games goes to the Tokyo Game Show as an exhibitor for the first time. The results were mixed. Is it worth the trek out for your game?
Business/Marketing, Production, Console/PC, Indie, Smartphone/Tablet

Losing Control of Difficulty in Game Design  
by Josh Bycer [10.05.15]
Creating challenging games is not easy, and today's post looks at the balancing act of difficulty and challenge to impact the player's willingness to keep going.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

In-game events: a sure shot for increasing revenues  
by Mark Rosner [10.05.15]
If you think both creatively and strategically, you can host events that will affect engagement, re-engagement, retention, and your bottom line. Learn more in this post about how to create a successful in-game event.
Business/Marketing, Smartphone/Tablet

Mediatonic — London, England, United Kingdom
Game Designer

Planet3 — Austin, Texas, United States
Concept Artist

Vicarious Visions / Activision — Albany, New York, United States
VV-Cinematic Animator-Temporary
See job description.

Seasun Games — Redwood City, California, United States
Senior Engine Programmer (Unreal Engine)

Seasun Games — Redwood City, California, United States
Art Director

Seasun Games — Redwood City, California, United States
Sr. Graphics Engineer (Unreal Engine)

Seasun Games — Redwood City, California, United States
Publishing Coordinator(Beijing)

E-Line Media — Tempe, Arizona, United States
Software Engineer

PLAYSTUDIOS — Austin, Texas, United States
DevOps Engineer
WeÂ’re looking for DevOps Engineers to configure new environments, launch new games, and maintain live products. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If youÂ’re a smart, creative, ambitious engineer committed to building stellar products, we want to talk to you.

PLAYSTUDIOS — Austin, Texas, United States
Database Engineer
WeÂ’re looking for Database Engineers to add even more great features. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If youÂ’re a smart, creative, ambitious programmer committed to building stellar products, we want to talk to you.