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July 29, 2015
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Unity garbage collection tips and tricks 1
by Gamasutra Community [07.29.15]
"Once you start applying these principles to your own code they will quickly become second nature and you'll find yourself using them without needing think about it."
Programming, Console/PC, Indie, Smartphone/Tablet

Ouya buyout confirmed, as CEO leaves company 5
by Kris Graft [07.27.15]
After months of buyout rumors, video game hardware company Razer has confirmed its purchase of Android game platform Ouya; Ouya CEO Julie Uhrman leaving company.
Business/Marketing, Console/PC, Smartphone/Tablet

5 ways to be a terrible game designer 26
by Gamasutra Community [07.23.15]
"In the past 9 years or so of practicing design, I’ve messed it up in all of the following ways at some point or another. Here are 5 of the most troublesome yet common ways that we designers screw things up."
Design, Console/PC, Indie, Smartphone/Tablet

Free money, grocery bags, and Smarter Than You 2
by Gamasutra Community [07.27.15]
Jamie Madigan discusses the psychology of a game where "it cost YOU real money to give THEM bonus experience points and YOU got nothing out of it but warm fuzzies."
Design, Smartphone/Tablet

Designing a procedural murder mystery 2
by Gamasutra Community [07.24.15]
"Have you played one of those detective games and ended up longing for more cases to solve? I think this genre could benefit A LOT from having a 'quest' generator."
Design, Console/PC, Indie, Smartphone/Tablet

In the wake of big layoffs, Gree International opens 2 new studios  
by Alex Wawro [07.27.15]
Gree International, the San Francisco-based Western arm of Japanese mobile game giant Gree, has opened a pair of new studios in Germany and Australia after laying off roughly 30 percent of its staff last week.
Business/Marketing, Smartphone/Tablet

Get ready for TV-based games to expand China's market  
by Gamasutra Community [07.24.15]
Analyst Lisa Hanson takes a hard look at post-console ban China, with an eye toward what kinds of games Chinese players really want, and on what TV-based platforms.
Business/Marketing, Console/PC, Smartphone/Tablet

Google Analytics-driven game development: An experiment in mobile design 5
by Gamasutra Community [07.24.15]
"I performed something like a gamedev experiment: It was 'just create a trashy game, update it as frequently as possible and make it better based on users’ and Google Analytics’ feedback.'"
Design, 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 24
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

Discussing The Amiinsanity of the Toys to Life Market  
by Josh Bycer [07.28.15]
A certified Amiibo Addict shares his thoughts on why Nintendo has a massive winner on their hands and the issues of being a victim of its own success.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Unity Garbage Collection Tips and Tricks 1
by Megan Hughes [07.27.15]
Avoiding performance issues in game development by managing garbage collection in Unity - some tips and tricks.
Programming, Console/PC, Indie, Smartphone/Tablet

Post Mortem: One month of indie game marketing – Online branding (part three)  
by Marc Bourbonnais [07.27.15]
Following-up on a first month of marketing my latest mobile game, here are the elements related to online branding.
Business/Marketing, Indie, Smartphone/Tablet

Five Design Strategies for Effective Midcore Monetization  
by Peter Knudson [07.27.15]
When building a free-to-play game targeted toward midcore gamers, it is important to note the differences between casual and midcore audiences. Midcore players often are very experienced gamers – most likely having played first on console or PC.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

A Serious Review of the Critical Reception of a Completely Absurd Game  
by Michael Klotz [07.24.15]
What happens when you analyze the reviews of an absurd game like Goat Simulator? Much like the game, the results are all over the place.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Sega Networks Inc. — Madison, Wisconsin, United States
3D Game Artist

CrowdStar — Burlingame, California, United States
Community Manager

Gumi Europe — Paris, France
Senior Game Designer

Gumi Europe — Paris, France
Creative Producer

Gumi Europe — Paris, France
Development Manager

Zindagi Games — Camarillo, California, United States
Zindagi Games has an immediate opening for a "SENIOR" MOBILE GAME DESIGNER!

Tripwire Interactive LLC — Roswell, Georgia, United States
Project Manager/Producer
We currently need a Project Manager, reporting to the Senior Producer, to boost our production management capability, working on Killing Floor 2 and future projects.

Vicarious Visions / Activision — Albany, New York, United States
VV-Network Engineer
See job description.

Vicarious Visions / Activision — Albany, New York, United States
VV-Tools Engineer
See job description.

Boss Fight Entertainment, Inc. — McKinney, Texas, United States
Art Director