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April 21, 2015
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April 21, 2015
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The problem with flow  
by Gamasutra Community [04.21.15]
"Games arenít autopilot for happiness. That doesn't exist. They reveal life by giving it a basis for comparison. A fish doesnít know itís in water until you snatch it out."
Design, Console/PC, Indie, Smartphone/Tablet

A quick guide to public funding for Finnish devs  
by Gamasutra Community [04.21.15]
"Iím writing about learnings in applying for public funding, what kind of money sources we have tapped into at Epic Owl and what surprises we have encountered."
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Resolving missing script references in Unity  
by Gamasutra Community [04.20.15]
"I encountered in to the issue of all the scenes and prefabs that were using MonoBehaviours from those scripts had lost their reference. I managed to make a solution."
Programming, Console/PC, Indie, Smartphone/Tablet

Blog: Why Apple's app rating and review system is broken 12
by Gamasutra Community [04.16.15]
"These problems will persist until Apple decides to change the system. Until then, as game publishers we need to come up with creative, intelligent solutions to work with what weíve got."
Business/Marketing, Smartphone/Tablet

Kabam pivots toward China with hopes of a $1 billion game 1
by Christian Nutt [04.20.15]
The San Francisco mobile studio which took a major investment from Alibaba is shedding a small portion of its staff and developing far fewer games -- with bigger ambitions.
Business/Marketing, Smartphone/Tablet

Top 25 game companies generate 65% of revenue, as industry grows 10% 3
by Christian Nutt [04.20.15]
A new report from research firm Newzoo shows China's Tencent coming out on top for 2014 -- it's the largest game company. EA leapfrogged its rival Activision, too, this year.
Business/Marketing, Console/PC, Smartphone/Tablet

Don't Miss: 7 ways game designers break their own hearts 28
by Gamasutra Community [04.20.15]
"Itís a cliche to say designers are 'passionate' about games. Itís fun, at first. The honeymoon period is wonderful, and we try to stretch it out as long as possible. And then the work begins."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Tears for spheres: Developing Grudgeball in the year everything changed  
by Gamasutra Community [04.20.15]
"This is the story of Grudgeball's development -- but more than that, itís the story of how it got trapped under the weight of the business risks our studio took during that time."
Business/Marketing, Production, Indie, 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 19
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

The Joy of Columbo and Successful Non Serialized Narratives  
by Josh Bycer [04.20.15]
I'm back with another look at narrative in video games and what game designers can learn about non serialized storytelling from the classic TV show Columbo.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Optimizing WarSim  
by Rťmi Vansteelandt [04.20.15]
Quick overview of the simple methods I used to optimize a complex HTML5 game.
Programming, Indie, Smartphone/Tablet

Starting up a game business: Travelguide into Finnish public funding  
by Juha Vainio [04.20.15]
Epic Owl's CEO Juha writes about how to go about funding a game startup in Finland and how to avoid some of the pitfalls on the way. An interesting and eye opening article even if you aren't from Finland.
Business/Marketing, Indie, Smartphone/Tablet

AR App with Wikitude SDK Using Cordova on Visual Studio 2013  
by Mamdouh Tarabishi [04.20.15]
In this article we will see how to setup Wikitude SDK with Cordova on Visual Studio 2013. we will use the official samples provided by Wikitude.
Programming, Indie, Smartphone/Tablet

The Four Horsemen Of VR 12
by Simon Carless [04.17.15]
I wanted to use the idea of gradually advancing, uh, harbingers for virtual reality, now that I've tried four or five VR systems with games, movies, and apps. Which will win - and which needs to?
Business/Marketing, Design, Console/PC, Smartphone/Tablet, VR

Cat Daddy Games — Kirkland, Washington, United States
Server Tools Developer

Wargaming America — Emeryville, California, United States
Senior Monetization Manager

Filament Games LLC — Madison, Wisconsin, United States
Game Designer II

Filament Games LLC — Madison, Wisconsin, United States
Game Engineer

PlayRaven — Helsinki, Finland
Senior Server Programmer

PlayRaven — Helsinki, Finland
Senior Programmer

PlayRaven — Helsinki, Finland
Senior UI Artist

The Topps Company, Inc. — New York, New York, United States
Director of Mobile App User Acquisition
Director of Mobile App User Acquisition

PlayRaven — Helsinki, Finland
Senior Game Designer

Limbic — San Francisco, California, United States
Senior Game Designer
We√ʬĬôre looking for a Senior Game Designer for an undisclosed mid/hardcore 3D social mobile game. The ideal candidate has strong experience and knowledge in mobile game design, MMOs and virtual-goods based business models.