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September 19, 2014
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September 19, 2014
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Designing mobile games for thumbs in an era of giant screens  
by Gamasutra Community [09.18.14]
"We canít just treat screens in the 5.5Ē range simply as a scaled-up version of a smaller phone. Grips completely change, and with that, your interface might need to do so, as well."
Design, Smartphone/Tablet

GDC Next adds talks on Starcraft II and the secret life of ads  
by Staff [09.18.14]
Blizzard Entertainment's Jordan Womack joins speakers from MIT's Game Lab, the GameHeart mod project and the LiveRail ad platform at GDC Next 2014 featuring ADC this November.
Business/Marketing, Design, Console/PC, Smartphone/Tablet

Don't Miss: Building the AI for Hearthstone 4
by Staff [09.18.14]
The AI postmortem is a perennial high point for GDC's AI Summit, and GDC 2014 was no exception as former Blizzard engineer Brian Schwab delivered a frank talk on the AI design of Hearthstone.
Design, Programming, Console/PC, Smartphone/Tablet

Blog: 'Mobile VR' is much more about VR than mobile 4
by Gamasutra Community [09.18.14]
"What I do know is this: once itís all released, it will stand for itself, and the players will quickly figure out what mobile VR is really good for."
Business/Marketing, Design, Production, Smartphone/Tablet

King comes out on top in cloning case 9
by Christian Nutt [09.17.14]
Developer which was under target for copying King's Farm Heroes Saga and Pet Rescue Saga agrees to pull its games from sale and pay out a settlement.
Business/Marketing, Smartphone/Tablet

Be careful with kids' privacy - FTC hits developer with hefty penalty  
by Kris Graft [09.17.14]
UPDATE Mobile game developer TinyCo is settling with the U.S.í Federal Trade Commission after regulators accused the company of improperly collecting childrenís personal information.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Reminder: 24 hours left to early register for GDC Next 2014  
by Staff [09.17.14]
With just over a day left until early registration for GDC Next featuring ADC ends on September 18, conference organizers are encouraging anyone interested in attending to register now at the discounted rate.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

20 fun facts about hex grids 19
by Gamasutra Community [09.16.14]
20 "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, 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


How to design for thumbs in the Era of Huge Screens  
by Scott Hurff [09.18.14]
Mobile screen sizes are becoming bigger, and that means that learning how to design for thumbs is now more important than ever.
Design, Art, Smartphone/Tablet

Exhibiting at Game Industry Events - A Developer's Perspective  
by Mathew Anderson [09.18.14]
What does it take to setup, manage, and tear down booths at events like E3 and Comic-Con? Here's a glimpse...
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

No Sunny Day: Being dragged into the Clone Wars 1
by Yoeri Staal [09.18.14]
Our game appeared in the portfolio of a cloner. Taking it down is not so easy.
Business/Marketing, Indie, Smartphone/Tablet, Mobile Games

The Degrees of Sales and the Consumer Impact  
by Ulyana Chernyak [09.17.14]
Continuing our examination on sales in the Game Industry, today's post examines the different degrees of sales and their effect on the consumer.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

How we do estimates and contracts for game dev  
by Bill Graner [09.17.14]
A cursory description of how we draw up estimates for clients when we do contract game development at Crater House.
Business/Marketing, Indie, Smartphone/Tablet


Heavy Iron Studios, Inc. — Los Angeles, California, United States
[09.18.14]
Game Programming Intern


Heavy Iron Studios, Inc. — Los Angeles, California, United States
[09.18.14]
Gameplay and Engine Programmer


Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[09.18.14]
Senior Software Engineer


Vicarious Visions / Activision — Albany, New York, United States
[09.18.14]
Character Artist-Vicarious Visions
See job description.

Pocket Gems — San Francisco, California, United States
[09.17.14]
Associate Product Manager


Nix Hydra — Los Angeles, California, United States
[09.17.14]
Art Director


High 5 Games — New York, New York, United States
[09.17.14]
Game Developer (HTML 5)


Bright Future GmbH — Cologne/Koeln, Germany
[09.17.14]
Senior ActionScript Developer Mobile
Senior ActionScript Developer Mobile (m/f)

InnoGames GmbH — Hamburg, Germany
[09.17.14]
Mobile Developer C++ (m/f)
Mobile Developer C++ (m/f)

Amazon — Irvine, California, United States
[09.16.14]
Sr. Product Manager, Game Technology