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February 27, 2015
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February 27, 2015
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Viber launches Viber Games worldwide  
by Phill Cameron [02.27.15]
Viber launches Viber Games with three titles, Viber Candy Mania, Viber Pop and Wild Luck Casino.
Business/Marketing, Smartphone/Tablet

What to watch out for in AB testing  
by Gamasutra Community [02.26.15]
Wisdom earned from six years running an analytics company: "Here are some lessons learned from designing these A-B tests and interpreting the results."
Business/Marketing, Design, Production, Console/PC, Smartphone/Tablet

Don't Miss: Treating 'Old Grumpy Designer' Syndrome 26
by Alexandre Mandryka [02.25.15]
In this classic feature, design consultant Alexandre Mandryka examines what happens when game designers have no clear career path, and there's no culture in the studio that helps nurture them.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

When 'minimum viable product' becomes a crutch 36
by Gamasutra Community [02.25.15]
Iteration based mobile game designers have taken "minimum viable product" development principles too far, argues developer Joseph Kim.
Business/Marketing, Production, Smartphone/Tablet

Playtesting games at the DMV 9
by Gamasutra Community [02.24.15]
People are bored, so why not? Here's how one dev did it: "If you’re part of a small team and working on a mobile game (or app), playtesting at the DMV can be very productive."
Design, Production, Indie, Smartphone/Tablet

Learning stenography for programming 18
by Gamasutra Community [02.24.15]
"Stenography is a different way to input text that uses far fewer keystrokes than traditional typing, and at a far greater speed. Personally, I'm mostly interested in the fewer strokes part."
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Road to the IGF: Devine Lu Linvega and Rekka Bell's Oquonie Exclusive  
by Kris Graft [02.26.15]
In this interview, we speak to Linvega and Bell about the creation of IGF Excellence in Visual Art finalist Oquonie and its cute but disquieting world.
Indie, Smartphone/Tablet, Exclusive, IGF

Blog: Make the kinds of games you can be proud of 3
by Christian Nutt [02.26.15]
"Yesterday I started to create some pixel art mockups of how I think the game should look... And a funny thing happened. As I was doing it I realized I felt happy."
Business/Marketing, Production, Console/PC, 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 19
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) 109
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


What is the Purpose of Game Development? 5
by Elizabeth Boylan [02.26.15]
'Know them for their fruits.' This has been my guiding principle in judging what is worth doing and not doing. As an artist and a mom, I have fallen in love with the opportunity of indie game development, yet 5 years later I witness too many kids
Business/Marketing, Production, Art, Serious, Indie, Smartphone/Tablet

TOP 10 TIPS FOR GAMING CONVENTIONS LIKE PAX AND GDC  
by Dan Long [02.26.15]
It's game convention time again and here are my top 10 tips to help you get by at events like PAX, E3 and GDC.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

GDC 2015 Predictions: Platforms of the Future  
by Perry Tam [02.26.15]
As GDC 2015 draws near, the wealth of new and emerging game platforms will be front and center. Here are some of the trends to watch.
Business/Marketing, Production, Smartphone/Tablet

Debating Old School Design 1
by Josh Bycer [02.25.15]
The term "old school" has become a very popular marketing tactic for older gamers looking for a challenge again but today's post asks a simple question -- Is old school design really all that better?
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Criteria Used to Analyze Classic Arcade Video Games 2
by Jerry Momoda [02.25.15]
At Nintendo in 1984 I created a list of twelve criteria I thought were key for arcade video games. For our games to engage and retain players, they needed to score high. A similar method could be useful today to focus developers on what matters most.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


NetherRealm Studios — Chicago, Illinois, United States
[02.26.15]
Senior Designer, Mobile
Netherrealm Studios, a division of Warner Bros. Games seeks an experienced Senior Designer to join us in the rapidly expanding mobile gaming industry.

HERE — Berlin, Germany
[02.26.15]
Softeware Engineer


Gameloft New York — New York, New York, United States
[02.26.15]
Splash Screen Artist


Nix Hydra — Los Angeles, California, United States
[02.26.15]
Project Manager


Honey Vision — Los Angeles, California, United States
[02.25.15]
Artist


Intel — Santa Clara, California, United States
[02.25.15]
Desktop Segment Marketing Director - Gaming Enthusiast Segment


Turbine Inc. — Needham, Massachusetts, United States
[02.25.15]
Senior Mobile Software Engineer, Gameplay
Turbine is looking for a Senior Mobile Engineer with iOS development experience. Multiple positions open.

Shiver Entertainment — Miami, Florida, United States
[02.25.15]
Senior Software Engineer
Senior Software Engineer with at least 5 years experience, preferrably in game design and development. Programming experience in at least one of the following: C/C++, Java, Javascript, Objective-C and/or Unity. Mobile Development experience is also preferred.

Imangi Studios — Raleigh, North Carolina, United States
[02.24.15]
Game Developer
Game Developer

PerBlue — Madison, Wisconsin, United States
[02.24.15]
UI Artist