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September 15, 2014
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September 15, 2014
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Understanding what Minecraft really means to Microsoft Exclusive 9
by Kris Graft [09.15.14]
Microsoft's Mojang acquisition isn't just about owning digital LEGO, or laying claim to a cultural phenomenon -- it's about buying a whole lot of engaged users.
Business/Marketing, Console/PC, Smartphone/Tablet, Exclusive

When Shining Force meets Cannon Fodder: The design of Squids 1
by Gamasutra Community [09.15.14]
Emeric Thoa, creative director at The Game Bakers, explains the design decisions behind turned-based tactical RPG, Squids.
Design, Console/PC, Indie, Smartphone/Tablet

New Harmonix deal will bring more music games to mobile  
by Alex Wawro [09.15.14]
Dance Central developer Harmonix announced a partnership with publishing services firm Tilting Point today with the goal of making sweet mobile music games together.
Business/Marketing, Smartphone/Tablet

'What value do you see in game jams? What have you learned?' 4
by Christian Nutt [09.12.14]
They're increasingly popular and seemingly going on all the time. What value do they hold for game developers? We asked our readers.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

RPG design: Alternatives to magic points 65
by Gamasutra Community [09.11.14]
"I find many implementations pretty tedious (buying/using MP restorative items constantly, or saving all magic for the boss), but preferences aside, it's just plain boring when so many games do the same thing."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Report: Microsoft buying Mojang -- for more than $2 billion 46
by Christian Nutt [09.09.14]
The Wall Street Journal and Bloomberg say that the Washington-based tech giant has the massively successful Swedish indie in its sights.
Business/Marketing, Console/PC, Smartphone/Tablet

Video: Designing Monument Valley to be an experience, not a game 2
by Staff [09.10.14]
Speaking at GDC Europe 2014, Monument Valley lead designer Ken Wong talks about how being embedded in a UX studio led ustwo games to create a puzzle game that looks like a series of M.C. Escher paintings.
Design, Production, Art, Smartphone/Tablet, Video

Kickstarter launches in Denmark, Norway, Sweden, and Ireland  
by Christian Nutt [09.15.14]
You can start building your projects now for launch on October 21; for the rest of us, it's time to start backing campaigns in kronor, kroner and euros.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


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 18
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) 99
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


Tales of Terrachanics (Part 2)  
by Glen Cooney [09.12.14]
In Part 2, I discuss the specifics of our production process, and the lessons learned along the way. Contending against steep internal and external challenges, we managed to bring the game to Google Play.
Design, Production, Serious, Indie, Smartphone/Tablet

Real vs. Artificial achievements 2
by Dariusz Jagielski [09.12.14]
Current trend of pushing everywhere achievements is bad method of increasing replay value. But should they be removed completely? No! In this post Dariusz talks about ways of implementing meaningful achievements.
Design, Console/PC, Indie, Smartphone/Tablet

20 Fun Grid Facts (Hex Grids) 6
by Herman Tulleken [09.12.14]
In this post we share some of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games.
Design, Programming, Art, Console/PC, Indie, Smartphone/Tablet

Why Day 7 Retention is just as important as Day 1  
by Mark Robinson [09.12.14]
In the F2P game market a lot of attention is paid to Day 1 retention, the fraction of players that return a day after install, and rightly so. In an age where it may cost $1 or more to acquire a player in the first place, focusing solely on day 1 rete
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet

2D games: Shoot photos to make better & cheaper art (Part 2) 1
by Junxue Li [09.12.14]
This series of posts are about shooting good pictures for 2D game art production. This post is Part 2.
Design, Production, Art, Social/Online, Smartphone/Tablet


Turbine Inc. — Needham, Massachusetts, United States
[09.15.14]
Senior Mobile Engineer
In this position, you will have a hands on role in defining and implementing key game systems and features, as well as integrating existing libraries or services. You will be working with a mid-size team of developers to create new products for iconic Warner Bros. intellectual properties. This position requires close collaboration with all other disciplines to help capture, develop and communicate a coherent vision of our game systems, features and tools. You will also be a leader in establishing best practices, assisting / mentoring other engineers on the team and identifying problem areas / opportunities for improvement in the codebase. We are looking for candidates with a passion for games and game development.

InnoGames GmbH — Hamburg, Germany
[09.15.14]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

Insomniac Games — Burbank, California, United States
[09.12.14]
Gameplay Programmer - Mobile
Gameplay Programmer for our mobile group!

Machine Zone — Palo Alto, California, United States
[09.12.14]
Project Manager
We are seeking a positive, analytical, technically oriented Project Manager (PM) to join our team. The PM at Machine Zone will lead cross-functional development teams to execute against our product portfolio. An PM's main responsibility is to own the scheduling, monitoring, tracking and execution against our tight milestones and project deadlines. Qualified candidates will be self-starters, able to multi-task, be dependable, and have concise execution during times of high stress.

GREE International — Vancouver, British Columbia, Canada
[09.12.14]
Senior Game Designer
Senior Game Designer

Bally Technologies — Las Vegas, Nevada, United States
[09.12.14]
Software Engineer III


Idol Minds — Louisville, Colorado, United States
[09.12.14]
Senior / Lead Programmer


Kabam — Beijing, China
[09.12.14]
Lead 3d Artist
Lead 3d Artist for a next-gen AAA mobile RPG

Sparx — Exeter, England, United Kingdom
[09.12.14]
Senior Software Developer
As a Senior Software Developer at Sparx, you’ll be responsible for designing and implementing components for the Sparx system, writing high quality, reusable code that focuses on usability, scalability and innovation. You’ll work with all members of the team – from data scientists to content developers – to find solutions to the most challenging problems we face when building a system of this scale

Heavy Iron Studios, Inc. — Los Angeles, California, United States
[09.11.14]
Game Programming Intern