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August 20, 2014
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August 20, 2014
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Unity rolls out version 4.6, open-source initiative, Unity Cloud Build  
by Christian Nutt [08.20.14]
Today at its Unite conference in Seattle, Unity announced new initiatives and new features for its engine, and we have the details, with comments from CEO David Helgason.
Programming, Console/PC, Indie, Smartphone/Tablet

'Fail early'? It doesn't work in game dev 1
by Gamasutra Community [08.20.14]
A veteran developer shares his take on the "fail early" mantra: "I have nothing but bad experiences when game companies talk about the importance of failing early."
Production, Console/PC, Indie, Smartphone/Tablet

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

GDC Next wants to know how you promote your games  
by GDC Staff [08.20.14]
To better understand the industry before GDC Next 2014, conference officials are polling developers for their opinions on game marketing -- and giving away aGDC 2015 All Access Pass to one lucky participant.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

GDC Next adds ADC talks on second-screen design, mobile commerce  
by Staff [08.20.14]
Fresh talks on designing second screen experiences and mobile-friendly storefronts join the lineup of ADC talks at the future-focused GDC Next, which will be held in L.A. this November.
Business/Marketing, Design, Smartphone/Tablet

Blog: Mobile gaming is a giant treadmill 2
by Gamasutra Community [08.20.14]
"Every few months some new game comes along and goes viral, generating huge downloads and revenue ramps. But eventually they fade."
Business/Marketing, Production, Smartphone/Tablet

How I made a game with my kids 1
by Gamasutra Community [08.20.14]
A developer tells the story of how his seven year old son's idea for a game called "Bees Get Dead" resulted in Beetastic, developed with his two kids and launched for iOS.
Design, Production, Art, 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


Ukrainian Game Devs in Cologne, or How BidOn Games Went to Gamescom 2014  
by Vladimir Dybenko [08.20.14]
5 days of impressions and emotions at Gamescom 2014 were nearly too much for us to focus on the actual goal of our trip - exhibiting at the event. Nevertheless, we did it, and the BidOn Games brand had its very first booth at a conference of that scope.
Business/Marketing, Smartphone/Tablet

Paying to win 1
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 2
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


InnoGames GmbH — Hamburg, Germany
[08.20.14]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

InnoGames GmbH — Hamburg, Germany
[08.20.14]
Mobile Developer C++ (m/f)
Mobile Developer C++ (m/f)

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