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March 3, 2015
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March 3, 2015
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Unreal Engine 4 is now free-to-download for everyone 47
by Christian Nutt [03.02.15]
You'll still pay a royalty on any commercial projects you make, but say goodbye to subscription fees -- the popular engine is now completely free to try.
Business/Marketing, Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC

500 games launched per day on iOS last year (and other digital sales facts) 7
by Kris Graft [03.02.15]
With digital marketplaces becoming increasingly crowded, Mike Rose, of tinyBuild dug into the current state of indie sales expectations for digital platforms.
Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC

GDC 2015 coverage begins!  
by Staff [02.27.15]
Click this link to be magically transported to the central location for Gamasutra's GDC coverage -- which is already full of good stuff, and which will be live from the show in San Francisco starting Monday.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Keep the guns rolling: Modeling for Overkill 3 and optimizing workflow  
by Gamasutra Community [02.27.15]
"The gaming industry demands the best of you as gamers are merciless critics. But what if you are alone, targeting mobile devices and most of all, the clock is ticking? Let's optimize."
Art, Smartphone/Tablet

What to watch out for in AB testing  
by Gamasutra Community [02.26.15]
Wisdom earned from six years running an analytics company: "Here are some lessons learned from designing these A-B tests and interpreting the results."
Business/Marketing, Design, Production, Console/PC, Smartphone/Tablet

What to do before you start building a free-to-play game Exclusive 1
by Alex Wawro [03.02.15]
Ethan Levy explores better ways to design F2P games and reminds F2P developers to be as rigorous in their business design as their are about their game design.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet, GDC, Exclusive

Narrative and design insights from 80 Days' writing lead  
by Christian Nutt [03.02.15]
At GDC 2015, Meg Jayanth, lead writer of acclaimed mobile adventure game 80 Days, shared insights into how the team at Inkle created a deeply narrative, highly nonlinear and satisfying story.
Design, Indie, Smartphone/Tablet, GDC

Match game mechanics: An exhaustive survey 7
by Gamasutra Community [03.02.15]
An exhaustive look at 2D matching puzzles: "We played and analyzed many match games to deconstruct their mechanics. In this article we share our findings."
Design, Console/PC, Indie, Smartphone/Tablet

Best of 2014: Gamasutra's Top Games of the Year 9
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) 109
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

Kitty Pot Cracker Off Screen Pre Release  
by Kelsey Cidade [03.02.15]
Here is a look at the first stage and boss in Kitty Pot Cracker, a game for Android/Google Play by Cidade Art Productions. Coming out March 2015!
Indie, Smartphone/Tablet

Redesigning Auro's Tutorial  
by Keith Burgun [03.02.15]
The launch version of Auro was received super-well, but we also got some complaints about how the game is hard to learn. Here's what we think we did wrong with our Tutorial, and here's what we plan on doing about it.
Design, Indie, Smartphone/Tablet

In the trenches  
by Kelsey Cidade [03.02.15]
Still at the tightening up/bug testing stage of development and it has to be the toughest part of this process but the most rewarding.
Design, Indie, Smartphone/Tablet

The value of 'Rubber Banding' (An engagement driver)  
by Nikhil Birla [03.02.15]
"Rubber banding" a principle in which if you stretch too much you get snapped back hard thanks to physics. The blog will deal into how it can be utilized in games to drive engagement.
Design, Console/PC, Indie, Smartphone/Tablet

How a Failing University Student Created a Video Game By Himself With No Money  
by Ali Collins [03.02.15]
This blog post will explain how a university student with failing grades created an adventure platforming game by himself with no budget. Without good grades, I need a good reason why employers should look at me, and my game, Bug World, is that reason.
Audio, Design, Programming, Production, Indie, Smartphone/Tablet

Gameloft — Seattle, Washington, United States
3D Generalist Artist

Gameloft — Seattle, Washington, United States
3D Character Artist

DropForge Games — Bellevue, Washington, United States
Senior Software Developer

Mobilityware — Irvine, California, United States
VP of Engineering
VP of Engineering

Mobilityware — Irvine, California, United States
Art Director
Art Director for Profitable and Growing Studio

Sega Networks Inc. — San Francisco, California, United States
Product Marketing Manager

Sega Networks Inc. — San Francisco, California, United States
Creative Director

Sega Networks Inc. — San Francisco, California, United States
Game Systems Designer

WildTangent — Seattle, Washington, United States
Sr. Game Developer (Server; backend)

Gameloft New York — New York, New York, United States
Lead Programmer