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April 26, 2017
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Tencent grabs minority stake in Seasun Games for $142.6M
by Chris Kerr [04.26.17]
Chinese internet giant Tencent has picked up a 9.9 percent stake in developer Seasun Games for $142.6 million. 
Business/Marketing, Console/PC, Smartphone/Tablet

NPD has been underestimating digital game sales since at least 2010 1
by Alissa McAloon [04.24.17]
New, 'restated' reporting from NPD shows that spending on game software has actually been increasing steadily since 2010, whereas previously reported data showed somewhat of a spending plateau.
Business/Marketing, Console/PC, Smartphone/Tablet

Understanding the psychology behind 'Pay-to-Loot' systems
by Chris Kerr [04.24.17]
"Our brains are wired to try to make sense of unexpected things. When you have a random number determining what loot you get, you're going to get an unexpected predictable result every time."
Business/Marketing, Console/PC, Smartphone/Tablet

Video: Game localization shenanigans in the Chinese-speaking world  
by Staff [04.24.17]
At GDC 2017, IGDShare organizer and experienced localizer Jung-Sheng Lin tries to help devs avoid calamity by running down some of the potential pitfalls of localizing for the Chinese-speaking world.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet, Video, Vault

Video Game Deep Cuts: Deus Ex's China Lineage 1
by Gamasutra Staff [04.23.17]
This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
Business/Marketing, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design

Video: Put a face on it! The aesthetics of cuteness in game design  
by Staff [04.21.17]
What's cute, and why should you care? Game devw Jenny Jiao Hsia (Beglitched) answers both those questions in a talk at GDC 2017 about the aesthetics of cuteness, and how they make games better.
Art, Console/PC, Indie, Smartphone/Tablet, Video, Vault

Blog: A postmortem of my procedurally generated platformer, Meganoid 2017
by Gamasutra Community [04.21.17]
Postmortem for Meganoid(2017), a roguelike, procedurally generated platformer released on iOS, Android, and Steam three weeks ago.
Business/Marketing, Design, Programming, Smartphone/Tablet

Unity devs can now sell actual hats (and other merch) in-game via new Shopify SDK  
by Alex Wawro [04.20.17]
Digital commerce platform Shopify is betting that game devs want more ways to sell real, physical goods from inside their games as the company rolls out a Unity plugin for doing just that: Unity Buy.
Console/PC, Indie, Smartphone/Tablet



The Cost of Your First Game  
by Daniel O\'Byrne [04.25.17]
How much does it cost to launch your indie company's first mobile game? Even if you can make the game, with the app store registration costs, the development hardware, the testing devices, the licences and localisation. How much do you need to break even?
Business/Marketing, Production, Indie, Smartphone/Tablet

Spicing Up Games Through Bite-Sized Player Agency  
by John Velgus [04.24.17]
Player agency is an important tool for engagement, but implementing it doesn’t have to destroy your game’s budget or involve massive new systems. Just adding a few meaningful moments of player agency can make a huge emotional impact.
Design, Console/PC, Serious, Indie, Smartphone/Tablet, VR

Publishing your Games with iTunesConnect and Google Play Developer Console  
by Daryl Hornsby [04.24.17]
In the western world there are two main app stores, Apple's App Store and Android's Google Play Store. Here are the lessons I've learned over the years about working with those store dashboards.
Design, Production, Indie, Social/Online, Smartphone/Tablet

The Impact of Streaming and Fair Use on Video Games  
by Josh Bycer [04.24.17]
Streaming video games have become big business for everyone involved, but there is a growing debate as to just how much of an impact this should have on video game marketing.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Developer Diaries: Working with Warhammer 40,000: Space Wolf Visuals 4
by Anastasia Skachko [04.24.17]
In this article we talk about Warhammer 40,000: Space Wolf visuals and how we work with them.
Design, Art, Console/PC, Serious, Smartphone/Tablet


Disruptor Beam — FRAMINGHAM, Massachusetts, United States
[04.26.17]
Game Designer


Disruptor Beam — FRAMINGHAM, Massachusetts, United States
[04.26.17]
Build and Release Engineer


Disruptor Beam — FRAMINGHAM, Massachusetts, United States
[04.26.17]
DevOps Engineer


Chimera Entertainment GmbH — München, Germany
[04.26.17]
Unity 3D Developer (f/m)
Unity 3D Developer (f/m)

Chimera Entertainment GmbH — München, Germany
[04.26.17]
Backend Developer (f/m)
We are looking for a skilled Backend Developer (f/m)

SYBO Games — Copenhagen, Denmark
[04.26.17]
Senior DevOps Engineer


WildTangent — Seattle, Washington, United States
[04.25.17]
HTML5 Game Developer


Cat Daddy Games — Kirkland, Washington, United States
[04.21.17]
UX DESIGNER
We Need Self-driven individuals, who find pride and fulfillment in doing the best work possible. Folks who take responsibility for not only their work, but for the success of team at large, and for what’s best for the game.

Disruptor Beam — FRAMINGHAM, Massachusetts, United States
[04.21.17]
Senior Data Analyst


Deluxe Entertainment Services Group — Santa Monica, California, United States
[04.10.17]
VR Creative Director