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October 22, 2014
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October 22, 2014
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U.S. government releases open source gamification software 3
by Alex Wawro [10.21.14]
The National Geospatial-Intelligence Agency has made some of its internally-developed gamification software available for free on GitHub under the MIT free software license.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Kellee Santiago's 10-step video game production plan 1
by Brandon Sheffield [10.21.14]
"First you have an idea for your game. Second, you make that game. Third, you iterate and playtest those mechanics until they're engaging, and fourth, you launch it."
Production, Console/PC, Smartphone/Tablet, GDC China

Google invests half-a-billion dollars in mysterious wearable tech startup 10
by Mike Rose [10.21.14]
Google and other big-name investors have funneled more than half a billion dollars into a relatively unknown startup, whose wearable tech could have applications in video games.
Business/Marketing, Console/PC, Smartphone/Tablet

Michael Brough continues to carve out his own corner of the App Store with Helix Exclusive  
by Mike Rose [10.21.14]
Developer Michael Brough has somehow managed to carve out his own little market in the tricky mobile space, with quirky titles like his latest, Helix.
Design, Smartphone/Tablet, Exclusive

Techland and Gree deliver new mobile-focused talks at GDC Next  
by Staff [10.21.14]
Techland producer Pawel Rohleder and Gree International director Chris Tabasa share advice on launching mobile dev teams and sustaining mobile games for years after launch at GDC Next 2014 featuring ADC.
Business/Marketing, Production, Smartphone/Tablet

The 'new-platform' model - an alternate path for indies  
by Brandon Sheffield [10.20.14]
Spry Fox's entire model is built upon investing in new marketplaces, and Road Not Taken would be the first big console push for the company. That meant the game would be a big departure for the company, in multiple ways.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet, GDC China

When quality comes before making money: Developing Monument Valley 3
by Brandon Sheffield [10.19.14]
Monument Valleycreator UsTwo is primarily a UI and design firm, working for clients. They don't usually make games. But Monument Valley, the company's third game, sold over 1 million copies.
Design, Smartphone/Tablet, GDC, GDC China, Video

The most important trait for a game designer is empathy 18
by Gamasutra Community [10.20.14]
"If you dont know how people work, you cant make stuff for people to interact with. The most talented and technical designer that lacks empathy will make something that only he/she can enjoy."
Design, Console/PC, Indie, Social/Online, 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 16
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) 106
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


The new game developer challenge: Designing for the next 4 billion Internet consumers  
by Raul Otaolea [10.21.14]
Raul Otaolea, co-founder and CEO of WiMi5, has 14 years of experience in web games. WiMi5 is building an unprecedented online platform to create, publish and monetize web games so that indie game developers can leverage HTML5 potential. Raul discusses how
Business/Marketing, Social/Online, Smartphone/Tablet

Optimizing Darknet 1
by E McNeill [10.21.14]
60fps, 1440p, stereoscopic 3D, on a cell phone. Good luck!
Programming, Production, Indie, Smartphone/Tablet

Alternative Sales Strategies for Digital Stores -- Cross Game Promotions  
by Ulyana Chernyak [10.21.14]
Continuing our look at sales strategies, we come to the use of cross game promotions as a way to leverage IPs together to get more visibility and sales.
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

Music and Sound Effects in Unity  
by Marc Breaux [10.21.14]
In this week's PuckMania dev blog, we share simple techniques used to load in audio clips for SFX and music in Unity, as well as manage their volume.
Audio, Programming, Console/PC, Indie, Smartphone/Tablet

If you're Playing Games, you're Already Training your Brain  
by Yannis Patras [10.21.14]
Brain training is heavily built around neuroplasticity's premises. But neuroplasticity doesn't need elaborate scientific exercises to kick in. All it needs is an entertaining context, a challenging environment, and time! And these sound very familiar...
Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet


Vicarious Visions / Activision — Albany, New York, United States
[10.22.14]
VFX Artist-Vicarious Visions-Temporary
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[10.22.14]
Software Engineer-Vicarious Visions
See job description.

Zynga — Chicago, Illinois, United States
[10.21.14]
Senior Software Engineer (Front End)


Petroglyph Games — Las Vegas, Nevada, United States
[10.21.14]
Illustrator / Concept Artist


DoubleDown Interactive — Seattle, Washington, United States
[10.21.14]
Game Designer
DoubleDown Interactive is a social and mobile game company located in Seattle, WA. Known for our fun and collaborative culture, we’re a group of talented software engineers, game designers, artists, producers, marketers, analytical experts, and moreWe are expanding and looking for a creative and technically savvy Slot Game Designer to join our emerging team. In this position you will utilize math and probability techniques in conjunction with basic design tenets to create fun and exciting new math models that will provide hours of compelling gameplay for players.

WB Games — San Francisco, California, United States
[10.21.14]
Sr. Software Engineer, Android


WB Games — San Francisco, California, United States
[10.21.14]
Software Engineer, Platform


Bandai Namco Studios Vancouver Inc. — Vancouver, British Columbia, Canada
[10.21.14]
Senior Software Engineer


Rumble Entertainment, Inc. — San Mateo, California, United States
[10.21.14]
Technical Product Manager - Platform (Chinese Fluency)


Zindagi Games — Camarillo, California, United States
[10.21.14]
MOBILE Art Director
Immediate opening for a MOBILE Art Director at Zindagi Games!