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September 26, 2016
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September 26, 2016
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Postmortem: Steve Jackson's Sorcery! series by Inkle 2
by Jon Ingold [09.22.16]
Jon Ingold, the narrative director and co-founder of inkle, discusses the iterative process of turning Steve Jackson's beloved Sorcery! gamebooks into a series of well-received video games.
Business/Marketing, Design, Production, Art, Indie, Smartphone/Tablet, Video

Supercell buys 51 percent stake in Badland dev for $7.8 million  
by Chris Kerr [09.21.16]
Mobile juggernaut Supercell has picked up a 51 percent stake in Badlands creator Frogmind for a reported $7.8 million.
Business/Marketing, Console/PC, Smartphone/Tablet

Game Design Deep Dive: Realistic chat in Mr. Robot:1.51exfiltrati0n 1
by Adam Hines & Kevin Riach [09.20.16]
Adam Hines, co-founder of Night School Studio and game director, and Kevin Riach, game designer/producer, talk about creating the free-flowing real time text conversations in Mr. Robot:1.51exfiltrati0n
Design, Indie, Smartphone/Tablet, Video

7 strategy games that every developer should study 5
by Alan Bradley [09.19.16]
Which strategy titles offer instructive examples of good design that every developer could benefit from? We asked several industry luminaries for their picks.
Design, Console/PC, Smartphone/Tablet

Blog: What Badland tells us about mobile-to-console ports  
by Gamasutra Community [09.26.16]
Ubisoft game designer Stanislav Costiuc examines the mobile-to-console port of one-touch puzzler, Badlands.
Console/PC, Smartphone/Tablet

Today is the last day to submit talks for the Summits and VRDC at GDC 2017!  
by Staff [09.23.16]
GDC organizers want to remind you that today is the last day to propose a talk for one of the Game Developers Conference 2017 Summits or the VR-focused VRDC at GDC 2017!
Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC

Kabam pulls the plug on struggling Star Wars: Uprising 4
by Chris Kerr [09.23.16]
Kabam's free-to-play action RPG Star Wars: Uprising has been canceled and pulled from the iOS and Android app stores. 
Business/Marketing, Smartphone/Tablet

Crashing Season: A story of puppies, sweat, and tears  
by Gamasutra Community [09.23.16]
Making mobile games is a journey through sweat, tears and joy. In this blog post, Finnish mobile game company Koukoi Games shares its story.
Production, Smartphone/Tablet

Comscore Reveals Stats About Heavy App Downloaders  
by Yaniv Nizan [09.26.16]
The latest report from Comscore reveals some interesting findgins about a special type of users called Heavy App Downloaders. For game publishers, heavy app downloaders could be the users who drive the most amount of ad revenue from ads - the ad whales.
Business/Marketing, Smartphone/Tablet

Slicing, Sheeting, Saving - A pipeline for large 2D backgrounds.  
by Marcus Bäumer [09.23.16]
We give some insights into how we get a finished drawing of a scene into our the game engine of Unforeseen Incidents.
Programming, Art, Console/PC, Indie, Smartphone/Tablet

Mobile eSports, Everyone needs a dose  
by Adam Wu [09.23.16]
Since most millennials have more than two mobile devices on hand, their worlds are well inside the smaller screens. Mobile eSports is going to be their basic need, not only entertainment.
Business/Marketing, Social/Online, Smartphone/Tablet

How to show your indie game at any expo  
by Laura Bularca [09.22.16]
A general and practical guide guide on how to show your indie game at any expo, including tips on how to prepare your booth, but also your build
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

3 Elements That Every Great Boss Fight Needs  
by Josh Bycer [09.22.16]
Good boss design is a tricky part of game design and balance, and today's post looks at three key traits that are a part of the best fights.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Age of Learning, Inc. — Glendale, California, United States
Senior Visual Interaction Designer

Age of Learning, Inc. — Glendale, California, United States
Software Engineer - Unity

Idol Minds — Westminster, Colorado, United States
Character Artist - Cinematics

[x]cube LABS — Dallas , Texas, United States
Game Designer

Highrise, Inc. — San Francisco, California, United States
Lead Game Designer

SYBO Games — Copenhagen, Denmark
Game Play Engineer

Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
Lead Game Designer (Mobile)

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

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