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June 30, 2015
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June 30, 2015
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Building a narrative out of push notifications in Lifeline 2
by Bryant Francis [06.30.15]
3 Minute Games set out to make a simple text adventure. They ended up hitting upon a killer app for gaming on the Apple Watch.
Design, Smartphone/Tablet

Fallout Shelter's success is shaking things up at Bethesda 8
by Christian Nutt [06.29.15]
"First and foremost, we're continuing to look more and more at doing things in the space that make sense on their own. Because we don't really control who in the mobile space is going to decide to play your game."
Business/Marketing, Smartphone/Tablet

It's all about retention  
by Gamasutra Community [06.30.15]
What every F2P game needs, and how to get it: "In all its simplicity, retention is a fancy word for describing people coming back to your game. Good retention means you've got people playing."
Business/Marketing, Design, Console/PC, Smartphone/Tablet

Unleashing the power of small teams 9
by Gamasutra Community [06.25.15]
When set up appropriately, small game teams can move with flexibility and speed that's impossible for large teams.
Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Australia's new age ratings program sees hundreds of games banned  
by Alex Wawro [06.30.15]
Heads up, devs: if your game has been refused classification by the International Age Ratings Coalition, it may be banned from sale in Australia on Google Play/Firefox as part of a new pilot program.
Business/Marketing, Smartphone/Tablet

Don't Miss: Unorthodox tips for improving your programming skills 35
by Staff [06.30.15]
There are plenty of good resources out there that teach technical skills; this timeless post concentrates on more personal lessons that you often only learn through experience or trial and error.
Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

Free-to-play evolution: It's all about adapting to the ride 1
by Gamasutra Community [06.30.15]
"With massive downloads, the user behaviour is spread across a wide set of personas, players with different skill levels, experience and expectations from the game. How do you cater to them all?"
Design, Console/PC, Smartphone/Tablet

Come out to GDC Europe and learn how Cities: Skylines was made  
by Staff [06.30.15]
Leading experts discuss best practices for developing mobile games for the Chinese market, and Colossal Order deconstructs its hit city-builder Cities: Skylines at GDC Europe in Cologne, Germany this August.
Audio, Smartphone/Tablet, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC Europe

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 24
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

7 Best Tablet Games of 2015  
by Shaun Chatman [06.30.15]
Tablet game developers in 2015 are making it clear that you can definitely make an old game new again. Coming in among the seven best tablet games for 2015 are former PC hits like "Tomb Raider I" and updated versions of video game classics like "Mortal Ko

COPPA celebrates 2nd birthday - a Q&A with a child privacy advocate  
by Roy Smith [06.30.15]
Child privacy advocate Greg Kudasz gives his perspective on the child privacy and games, the "Do Not Track Kids" act, FTC enforcement, and the state of COPPA on its second birthday.
Business/Marketing, Indie, Social/Online, Smartphone/Tablet

Different States of Game and Pacing in Game Design  
by Josh Bycer [06.30.15]
Today's post breaks down a game's design into three areas of pacing, and the importance and difficulty of guiding a player all the way through a title.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Crouching tiger, from Netease's success to Chinese game industry  
by Adam Wu [06.30.15]
Netease phenomenon is merely the tip of the submerged iceberg. Tons of excellent online games with large amount of DAU (Daily Active Users) and decent retention rate are still caged inside the Chinese market.
Business/Marketing, Production, Console/PC, Social/Online, Smartphone/Tablet

Nuclear Division — Los Angeles, California, United States
Senior Animator
Do you find yourself acting out back flip kicks and victory dances? Have you lost sleep over key frames that got lost in compression? We are looking for a devout follower of the secondary motion gods. Join us today and build the next big mobile gaming experience!

Nuclear Division — Los Angeles, California, United States
Senior Server/Backend Engineer
Do you wrangle big data while rustling up servers in your sleep? Do you compare and contrast Asynchronous Servlets and Node.js around the camp fire? Would you like to tame the frontier of mobile gaming? If you've got the know-how, we've got the challenge. Join us today and build the next big mobile gaming experience!

Nuclear Division — Los Angeles, California, United States
Senior Designer--Game Systems
Are you an expert in free-to-play collectible game economies? Can you design, implement and balance a top grossing game that provides millions of players with fun and engaging mobile PVP game play? We've been searching for you. Join us today and build the next big mobile gaming experience!

Nuclear Division — Los Angeles, California, United States
Technical Artist
We are scouring the universe for one of those left- and right-brained unicorns. You know, the ones that agonize over what color of grey the smoke should be but prefer to see it in a text editor. If you see one, please deliver them to our office. Join us today and build the next big mobile gaming experience!

Gumi Germany GmbH — Berlin, Germany
Development Manager

Gumi Germany GmbH — Berlin, Germany
Creative Producer

Miniclip — Lisbon, Portugal
Software Developer

Vicarious Visions / Activision — Albany, New York, United States
VV-Network Engineer
See job description.

Vicarious Visions / Activision — Albany, New York, United States
VV-Tools Engineer
See job description.

Sega Networks Inc. — San Francisco, California, United States
Mobile Game Engineer