Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 30, 2017
arrowPress Releases

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

Gear VR's own virtual reality controller hits shelves next month  
by Alissa McAloon [03.29.17]
The controller is compatible with older Gear VR headsets and can be picked up on its own or as part of an updated Gear VR headset bundle that ships next month.

Devs can now reply directly to user reviews on the Apple App Store  
by Alissa McAloon [03.28.17]
A recent iOS update gives developers the ability to reply directly to customer reviews on Apple's digital App Store storefront.
Business/Marketing, Smartphone/Tablet

Don't Miss: Creating an adaptive narrative in Reigns 5
by Gamasutra Community [03.28.17]
"As soon as we weighted the decisions of the player with consequences on the 4 dimensions of power, we gave a lot of meaning to very simple swiping gestures." says Francois Alliot, creator of Reigns.
Design, Indie, Smartphone/Tablet

Video: The dos and don'ts of game dev workplace design 1
by Staff [03.27.17]
At GDC 2015, game dev (and former architectural historian) Demetri Detsaridis examines why devs should think deeply about their workspace, and how they can improve it in order to improve their games.
Console/PC, Indie, Social/Online, Smartphone/Tablet, Video, Vault

Video Game Deep Cuts: Mass Effect's Hoodiegate Pile-On  
by Gamasutra Staff [03.26.17]
This week's Video Game Deep Cuts articles/video highlights include animators on Mass Effect: Andromeda's animation complaints, Remedy's very silly Hoodiegate, and lots, lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Super Mario Run revenue fell short of expectations, says Nintendo 7
by Alissa McAloon [03.24.17]
The free-to-try mobile game Super Mario Run didn’t sell quite as well as Nintendo had hoped, but the company still prefers its business model over freemium or ‘gacha’ games.

Get a job: Disruptor Beam is hiring a Mobile Software Engineer  
by Alissa McAloon [03.23.17]
Disruptor Beam is on the lookout for a Mobile Software Engineer to join its Massachusets-based development studio and help create games for iOS, Android, and the web.
Programming, Production, Smartphone/Tablet

Finnish mobile dev Traplight nets $2.7M to expand portfolio  
by Chris Kerr [03.23.17]
Finnish mobile studio Traplight has secured $2.7 million in funding, taking the developer's total lifetime investment to $5 million. 
Business/Marketing, Smartphone/Tablet

KleptoCats Post-mortem  
by HyperBeard Games Uribe [03.29.17]
Hello, I’m Antonio Uribe, better known as Fáyer. I’m the Co-founder and Director of HyperBeard Games, an indie game studio based in Mexico City. The following text is a combination of an analysis and the story about the development of KleptoCats.
Business/Marketing, Design, Production, Indie, Social/Online, Smartphone/Tablet

Reward Schedules and When to Use Them  
by William Wang [03.29.17]
Every game has some sort system in place to reward the player for accomplishing an action, be it as small as animating a character when the player commands the character to move forward, or as large as achieving the top score or completing the game. In th
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet

Value Propositions in Free-to-Play Games  
by Scott Jon Siegel [03.28.17]
When designing microtransactions in games, we can easily forget the players' capacity to weigh their choices based on the perceived value. This post breaks down the transactional relationship between a player's time, money, and access to game content.
Business/Marketing, Design, Production, Social/Online, Smartphone/Tablet

The dark side of Gamedesign Document. Part 3: Monetization  
by Teddy Phan [03.28.17]
Making games is to make money, and make money to make more games so as much as possible. So what if you are the person doing this part, what will you do?
Design, Production, Indie, Smartphone/Tablet

WRKSHP — San Francisco, California, United States
UI/UX Designer

WRKSHP — San Francisco, California, United States
Senior Artist

WRKSHP — San Francisco, California, United States
Junior Art Director

Backflip Studios — Boulder, Colorado, United States
Senior Producer

Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States

Pixelberry Studios — Mountain View, California, United States
Senior UX/UI Designer
Senior UX/UI Designer

Proxy42 — Torino, Italy
Senior Mobile Developer - Unity

Disruptor Beam — FRAMINGHAM, Massachusetts, United States
DevOps Engineer

Tilting Point — New York, New York, United States
Lead Integration Engineer

Backflip Studios — Boulder, Colorado, United States
Senior Data Analyst