Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 26, 2015
arrowPress Releases
April 26, 2015
PR Newswire
View All
View All     Submit Event






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


How a closed beta helped us improve our game: Findings and tips  
by Gamasutra Community [04.23.15]
"Our closed beta helped us to identify new issues and confirm the list of changes that we already discussed within the team but needed a fresh perspective for. It was a very helpful and illuminating experience."
Production, Indie, Smartphone/Tablet

In-app purchases for indie mobile games: A smart freemium strategy 2
by Gamasutra Community [04.23.15]
"You need to make sure that your in-app purchase strategy isnít overly complex. If you start small and think of your IAPs as a way to engage new users, youíll be well on your way to success."
Business/Marketing, Smartphone/Tablet

Progression control in SimCity BuildIt: A design analysis 4
by Gamasutra Community [04.22.15]
"The means of controlling the progression in SimCity BuildIt are subtle but very effective. The designers have tuned it in a way to ease the player smoothly into the habit and hobby phase."
Design, Smartphone/Tablet

Q&A: Wrist-mounted game design on the Apple Watch Exclusive  
by Alex Wawro [04.22.15]
Gamasutra speaks to I Am Bread developer Bossa Studios to understand why they're making an Apple launch game, Spy Watch, and what they've learned about making good smartwatch games.
Design, Smartphone/Tablet, Exclusive

Exploring the golden cohort: Your best free-to-play users 6
by Gamasutra Community [04.22.15]
"The results have shown that your Golden Cohort players will: Spend more in terms of frequency of transactions and be prone to spending on the more expensive items in the store."
Business/Marketing, Smartphone/Tablet

Fixing Unity's tendency for object coupling: The MessageBus 17
by Gamasutra Community [04.22.15]
"Unity forces coupling straight from their first tutorial. Thatís absurd. In order to solve this, weíve created a Messaging system that allows objects to broadcast messages when events happen."
Programming, Console/PC, Indie, Smartphone/Tablet

Video blog: Games, puzzles, and contests 1
by Gamasutra Community [04.22.15]
Designer and lecturer Lewis Pulsipher runs down the distinctions: "pure games never have always-correct solutions to the whole game" while "you cannot lose to a puzzle, though you may give up."
Design, Console/PC, Indie, Smartphone/Tablet

Peter Molyneux: Talking to the press too early can be your undoing 5
by Brandon Sheffield [04.24.15]
Peter Molyneux, discussing his techniques for iterative development at Reboot Develop, says that talking to the press about your current idea of what your game will be can be a mistake.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, 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


How to Tune a Simulation Game 1
by Robert Zubek [04.24.15]
Here's how we balanced our last game using a simple model built in MS Excel.
Design, Console/PC, Indie, Smartphone/Tablet

Understanding attribution of royalty-free game and blog content  
by Zachary Strebeck [04.24.15]
Game lawyer Zachary Strebeck takes a look at the attribution requirements for some stock content sites and offers some insight into finding out what your responsibilities are when using royalty-free content.
Audio, Business/Marketing, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Apple Watch: The Birth of Micro-Gaming  
by Robert Jackson [04.24.15]
The Apple Watch will push smartwatches into the mainstream and make them a viable new gaming platform. But inherent platform limitations will require developers to re-think game design, I call it "micro-gaming".
Design, Smartphone/Tablet

Game Monetisation Europe will teach us how to pay the bills  
by Nick Hatter [04.23.15]
As a member of several game development communities, a contentious (yet popular) topic seems to be the 'M' word: monetisation.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Are actual players less skilled than 20 years ago? 6
by Jaime Dominguez-Blazquez [04.23.15]
How we discovered that mobile games aren't suited for average players. Casual gamers are not what we used to call 'players' 20 years ago.
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet


The Topps Company, Inc. — New York, New York, United States
[04.26.15]
Director of Mobile App User Acquisition
Director of Mobile App User Acquisition

PlayRaven — Helsinki, Finland
[04.26.15]
Senior Game Designer


Muti Labs — Santa Monica, California, United States
[04.24.15]
Senior Game Engineer (Mobile / Unity)


2K Las Vegas — Las Vegas, Nevada, United States
[04.24.15]
Lead QA Tester
Leads a team in executing test plans on pre-release versions of software to detect and record product defects.

Disruptor Beam, Inc. — Framingham, Massachusetts, United States
[04.24.15]
Lead 3D Artist
Lead 3D Artist - Star Trek, Game of Thrones, fantasy/horror/sf licensed IP

Shiver Entertainment — Miami, Florida, United States
[04.24.15]
Senior Game Programmer C++
C++ experience is a MUST! Senior Software Engineer/Programmer with 5+ years experience, preferably in game design and development. Programming experience in: Java, Javascript, Objective-C and/or Unity is preferred. Mobile Development experience is a plus.

Shiver Entertainment — South Miami, Florida, United States
[04.24.15]
Senior Software Engineer - Game Client
Minimum 5 years experience, must be proficient with C++, must have strong passion for games/games industry

Shiver Entertainment — South Miami, Florida, United States
[04.24.15]
Senior Software Engineer - Server Infrastructure
Hands-on Art Director, Minimum 5 years games industry experience, multiple shipped game titles, impressive portfolio or demo reel

Shiver Entertainment — Miami, Florida, United States
[04.24.15]
Art Director (Hands-On)
Art Director (Hands-On) with Game Development experience and minimum 5 years as an Art Director. Must have successfully shipped multiple titles (AAA Console, PC/Online, Mobile or Tablet) as an Art Director. Prefer somone within the Game or Movie industry.

Perfect World Entertainment — Redwood City, California, United States
[04.23.15]
Sr. Concept Artist (Mobile)