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April 2, 2015
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April 2, 2015
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Game Design Deep Dive: Tapping to control musical monkeys in Jungle Rumble 2
by Trevor Stricker [04.01.15]
How do you make a musical action game that isn't simply monkey-see, monkey do? This Deep Dive takes you into the design of Jungle Rumble, a rhythm game that isn't typical.
Audio, Design, Production, Console/PC, Indie, Smartphone/Tablet

DeNA hopes Nintendo deal yields mobile games that earn over $25M/month 1
by Alex Wawro [04.01.15]
"We haven't talked to Nintendo about targets, but at DeNA, our best-selling game brought in 3 billion yen a month," says DeNA CEO Isao Moriyusa. "We want to surpass that."
Business/Marketing, Smartphone/Tablet

Remaking Gabriel Knight: A 20th-anniversary postmortem  
by Katie Hallahan [03.31.15]
This in-depth postmortem tackles the new remake of Gabriel Knight: "we wanted to make sure we did it right -- that this game got the love, attention and hard work it richly deserved."
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet

Video blog: Gameplay depth versus variety 2
by Gamasutra Community [04.01.15]
"Gameplay depth comes not from the NUMBER of decisions, but from the quality of the choices and their importance to the outcome of the game."
Design, Console/PC, Indie, Smartphone/Tablet

Registration is now open for GDC Europe 2015  
by Staff [04.01.15]
Heads up, developers: You can now register early at a discounted rate to attend this year's GDC Europe, which will once again be held in Cologne, Germany August 3rd and 4th.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC Europe

Developing for Pebble: Squeezing an RPG into 25kB 3
by Gamasutra Community [03.31.15]
Facts and figures about developing for the popular smartwatch and the state of its games ecosystem, and a look at the creation of RPG PebbleQuest, a "labor of love."
Production, Indie, Smartphone/Tablet

10 secrets to extend your game's life 4
by Gamasutra Community [03.31.15]
"Many of these methods revolve around ways to get players to replay content or leveling systems in a new way, often incorporating some algorithmic changes or content changes."
Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet

Recreating inFamous: Second Son's neon run-effect in Unity 10
by Gamasutra Community [03.30.15]
"I was stunned by the effects the Sucker Punch team made in inFamous: Second Son. I wanted to mimic the particle effect from neon run power in Unity3D but to be scalable also for mobiles."
Programming, 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


Building an indie Server for a MOBA/MMORPG  
by Juan Belon Perez [04.01.15]
A study of some of the current available types of game servers for our games
Design, Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

The Clicker Phenomenon and pure Progression Models  
by Josh Bycer [04.01.15]
"Clicker" games have become a popular time waster for many gamers and today's post explains how baking cookies and fighting monsters provide the same entertainment.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

GDC BizDev Diaries: Managing 150+ Meetings for Twelve Companies Without Losing My Mind (Part 2 of 3)  
by Jay Powell [04.01.15]
The second in a series of posts outlining how our consulting firm handled business development and marketing meetings for twelve very different companies simultaneously at GDC 2015.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Misconception of Core Teams  
by Benjamin Quintero [04.01.15]
Do core teams make sense for small business?
Programming, Console/PC, Social/Online, Smartphone/Tablet

3 Monetization Metrics to Track Every Single Day  
by Chung-Man Tam [04.01.15]
Chartboost Chief Product Officer Chung-Man Tam shares three essential monetization metrics that game developers should track everyday.
Business/Marketing, Indie, Smartphone/Tablet


Demiurge Studios — Cambridge, Massachusetts, United States
[04.01.15]
Lead Systems Designer


Think Gate software — Dubai, United Arab Emirates
[04.01.15]
Software engineer
Unity developer with server/online experience.

N3TWORK — San Francisco, California, United States
[03.31.15]
Senior Full Stack Game Engineer
Build great, multiplayer, free-to-play games for iOS and Android with a team of experienced veterans.

Sphero — Boulder, Colorado, United States
[03.31.15]
3D Game Developer


InnoGames GmbH — Hamburg, Germany
[03.31.15]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

InnoGames GmbH — Hamburg, Germany
[03.31.15]
Software Developer C++ Mobile (m/f)
Mobile Developer C++ (m/f)

Filament Games LLC — Madison, Wisconsin, United States
[03.31.15]
Associate Producer


Filament Games LLC — Madison, Wisconsin, United States
[03.31.15]
Game Engineer


Preloaded — London, England, United Kingdom
[03.31.15]
Producers


Preloaded — London, England, United Kingdom
[03.31.15]
Unity Developers