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November 24, 2014
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November 24, 2014
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5 mistakes not to make when you get started with analytics 5
by Gamasutra Community [11.21.14]
"Creating a proper analytics setup is far from easy. Things will be in the wrong spot or simply broken. Tell your teammates what you found challenging or hard to decipher and what to fix in the future."
Business/Marketing, Design, Programming, Indie, Smartphone/Tablet

On prototyping and coding your own ideas 15
by Gamasutra Community [11.20.14]
Why "words fall inherently short" -- "If you are a game designer, but unable to code, know this: the best way to validate and communicate your own ideas to others is to make your own prototypes."
Design, Programming, Console/PC, Indie, Smartphone/Tablet

F2P games are no longer listed as 'Free' in Apple's app stores 16
by Alex Wawro [11.19.14]
Apple's app stores updated today to change the wording of free app download buttons from 'Free' to 'Get', presumably in an effort to avoid taking fire over misleading in-app purchasing schemes.
Business/Marketing, Smartphone/Tablet

Monster Strike: Why Street Fighter II's producer will 'never' return to consoles 11
by Christian Nutt [11.19.14]
For decades, Yoshiki Okamoto was one of Capcom's most renowned developers -- but after a mobile hit, he tells Gamasutra that console games are "just not something I want to deal with anymore."
Business/Marketing, Design, Console/PC, Smartphone/Tablet

Why you want cross-functional team members  
by Gamasutra Community [11.24.14]
"You are hurting the agility of your company or project if you have an over-reliance on the concept specialization and arenít encouraging teams to work collaboratively to spread knowledge and skills."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

App Store optimization tips: Choosing keywords  
by Gamasutra Community [11.24.14]
A quick guide to choosing the right keywords -- crucial for getting found. "They should be the words that best explain or relate to your app or game. The first rule is that they should be relevant."
Business/Marketing, Smartphone/Tablet

Blog: Thoughts on Practice, the NYU game conference  
by Gamasutra Community [11.21.14]
Designer Keith Burgun attended this year's conference: "While each Practice conference has evolved somewhat from the last, I feel that the one thing that itís always had in common was this element of risk-taking."
Design, Console/PC, Indie, Smartphone/Tablet

Get a job: DeNA is hiring a Senior Build and Release Engineer  
by Staff [11.21.14]
The Tokyo-based mobile game powerhouse is looking for an engineer in its San Francisco office to "maintain open dialogue with all product groups to bring up and maintain build and release pipelines."
Programming, Smartphone/Tablet, Recruitment


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 17
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) 108
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


Cross-Functional People  
by Charles Palmer [11.21.14]
Production problems abound when you rely too heavily on specializations. This blog lays out a few of the pitfalls of over-reliance on specialization and the advantages of breaking free.
Production, Console/PC, Serious, Social/Online, Smartphone/Tablet

Why do developers make 7x less money outside the US? 2
by Martin Koppel [11.21.14]
With low user income and the resulting lack of revenue for developers in emerging markets, most companies either ignore these regions or burn money when seeking to enter them. So is there a way US developers can approach these markets and not fail?
Business/Marketing, Social/Online, Smartphone/Tablet

Design and safety tips for leaderboard  
by Priyadarshi Chowdhary [11.21.14]
Leaderboards play a crucial role in many online competitive games. Design properly, they can provide an incentive for players to get more involved with your game.
Design, Programming, Indie, Social/Online, Smartphone/Tablet, Mobile Games

The Client/Vendor Relationship Ė Laying a Solid Foundation with True Collaboration 2
by Derek Smith [11.20.14]
The relationship between client and vendor can be tricky to get right. In this article I would like to focus on what I consider to be one of the most important aspects to making a successful partnership, something I call True Collaboration.
Business/Marketing, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Choosing the perfect keywords for your iOS app  
by Simon Hill [11.20.14]
Itís time to generate a list of keywords that will help potential customers to find your iOS app. This article will show you how to boost your chances of choosing the right keywords for maximum App store success.
Business/Marketing, Production, Smartphone/Tablet


Blizzard Entertainment — Irvine, California, United States
[11.24.14]
Concept Artist (Hearthstone)
Blizzard Entertainment is looking for a 2D artist to work on their newest title Hearthstone. The focus for this position will be on providing the art needed to help realize the vision for the game from initial concept to practical application. Responsibilities include creating of concepts that support / further the vision of the game, painting textures for use on in-game assets and working to provide a consistent aesthetic for the team. The ideal candidate has a firm grasp of composition, color, painting, and visual design.

Blizzard Entertainment — Irvine, California, United States
[11.24.14]
3D Artist (Hearthstone)
Blizzard Entertainment is looking for a 3D production artist to work on their newest title Hearthstone. The focus for this position will be working closely with the 2D artists on the team to bring their vision to life in game. Responsibilities include creating 3D models in the fun / whimsical style that is synonymous with Hearthstone, painting textures for use on in-game assets and working to maintain a consistent aesthetic across all of the assets in the game. The ideal candidate has a firm grasp of composition, color, painting, visual design, and the ability to convey all of these in their 3D models.

GREE International — Vancouver, British Columbia, Canada
[11.21.14]
Sr. Game Designer
Senior Game Designer - GREE Canada, Vancouver BC

DeNA — San Francisco, California, United States
[11.21.14]
Senior Build and Release Engineer
This is a rare opportunity to manage all build and release processes across DeNA West. This is a hands-on position where you will work on strategy and implementation for Continuous Integration and Deployment workflows supporting 10s of teams and up to 100 products. Your experience and vision will create a frictionless product pipeline, and your technical skills will ensure that development teams can focus on their products.

Filament Games LLC — Madison, Wisconsin, United States
[11.21.14]
Quality Assurance Associate


Filament Games LLC — Madison, Wisconsin, United States
[11.21.14]
Game Engineer


Filament Games LLC — Madison, Wisconsin, United States
[11.21.14]
Game Designer


InnoGames GmbH — Hamburg, Germany
[11.21.14]
Mobile Developer C++ (m/f)
Mobile Developer C++ (m/f)

Vicarious Visions / Activision — Albany, New York, United States
[11.21.14]
Producer-Vicarious Visions
See job description.

Amazon — Seattle, Washington, United States
[11.20.14]
Sr. Software Development Engineer - Game Publishing