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September 23, 2014
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September 23, 2014
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Future game story: How we can improve games by getting experiential 21
by Gamasutra Community [09.23.14]
"For years, Iíve told friends and colleagues that game stories suck. People nod their heads, then happily play and continue making story-driven games anyway."
Design, Console/PC, Indie, Smartphone/Tablet

A key ingredient for successful game studios: Positive energy 8
by Gamasutra Community [09.22.14]
"Game development work is inherently and by necessity creative, yet often we don't work in environments conducive to creativity."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Oculus Connect 2014: Catch up on Gamasutra's coverage!  
by Staff [09.22.14]
Gamasutra was in Hollywood over the weekend for Oculus Connect 2014, where visionaries including Palmer Luckey, John Carmack, and Jesse Schell shared their vision for the future of virtual reality.
Console/PC, Indie, Smartphone/Tablet

Kickstarter updates terms: 'The creator must complete the project' 15
by Christian Nutt [09.19.14]
The popular crowdfunding site has added some serious new stipulations to its terms of service -- which are designed to ensure backers get what they back.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How John Carmack is bending Samsung's VR strategy 5
by Christian Nutt [09.20.14]
For the last year, John Carmack has been working on mobile VR at Oculus -- in close partnership with phone manufacturer Samsung. Here's his take on what's been happening.
Programming, Smartphone/Tablet

Procedural generation: By molecule or mythology 8
by Gamasutra Community [09.19.14]
"This post will help you choose the best 'zoom level' for your game. Itís part post-mortem, part raw idealism, and entirely intended to be just one way to think about design within a procedurally generated system."
Design, Programming, Console/PC, Indie, Smartphone/Tablet

Tips for game artists, from Rockstar's former art director Exclusive 4
by Kris Graft [09.19.14]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Design, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Report: Average time spent on Android games highest in the West  
by Alex Wawro [09.19.14]
A new report from mobile analytics firm Flurry suggests that Android games still see the greatest daily playtime in the West -- specifically Germany, Russia and the United States.
Business/Marketing, 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


Client/Server Functionality for Online Infrastructures  
by Ulyana Chernyak [09.22.14]
Following up last week's post, we're looking at client/server architecture and the pros and cons that go with it.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Game Industry Myths 1  
by Josh Bycer [09.22.14]
The Game Industry is not immune to having incorrect information floating around out there and today's post is the first of possibly many examining three popular myths and why they are wrong.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Quality in Games 2
by Johan Hoberg [09.22.14]
How do we define quality in games, and what does it actually mean in practice? In this article I will discuss which definition of quality I prefer, and begin to explore how I apply that definition to games.
Business/Marketing, Production, Console/PC, Social/Online, Smartphone/Tablet

Success is Scrappy  
by Karl Schmidt [09.22.14]
The path to successfully shipping a game is often messy. Here are my thoughts on how to set yourself up for success, including some real-world examples.
Design, Programming, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Google Should Make Amends with Developers After Settling with the FTC  
by Jovan Johnson [09.22.14]
Google and the Federal Trade Commission settled an action regarding questionable consumer practices surrounding in app purchases. This settlement includes refunds and improved consumer controls. A closer look reveals that Google owes developers an amends.
Business/Marketing, Indie, Smartphone/Tablet


InnoGames GmbH — Hamburg, Germany
[09.23.14]
Mobile Developer C++ (m/f)
Mobile Developer C++ (m/f)

Sulon Technologies — Markham, Ontario, Canada
[09.22.14]
Lead Programmer


Sulon Technologies — Markham, Ontario, Canada
[09.22.14]
Game Programmer


Turbine Inc. — Needham, Massachusetts, United States
[09.22.14]
Senior Mobile Engineer
In this position, you will have a hands on role in defining and implementing key game systems and features, as well as integrating existing libraries or services. You will be working with a mid-size team of developers to create new products for iconic Warner Bros. intellectual properties. This position requires close collaboration with all other disciplines to help capture, develop and communicate a coherent vision of our game systems, features and tools. You will also be a leader in establishing best practices, assisting / mentoring other engineers on the team and identifying problem areas / opportunities for improvement in the codebase. We are looking for candidates with a passion for games and game development.

InnoGames GmbH — Hamburg, Germany
[09.22.14]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

Wicked Loot — Mountain View, California, United States
[09.22.14]
Lead 3D Artist
Seeking Lead 3D Artist with Unity 3D Experience

Insomniac Games — Burbank, California, United States
[09.19.14]
Gameplay Programmer - Mobile
Gameplay Programmer for our mobile group!

Nix Hydra — Los Angeles, California, United States
[09.19.14]
QA Tester


Idol Minds — Louisville, Colorado, United States
[09.19.14]
Senior / Lead Programmer


Kabam — Beijing, China
[09.19.14]
Lead 3d Artist
Lead 3d Artist for a next-gen AAA mobile RPG