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July 26, 2016
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A new breed of arcade: Putting devs' skill-based games on casino floors 1
by Alex Wawro [07.26.16]
Gamblit exec Darion Lowenstein speaks to how and why the company wants to work with devs to put simple video games on casino floors. Think '90s arcade games, but with the option to wager real money.
Business/Marketing, Smartphone/Tablet

Report: China pushes past US to lead the world in App Store game revenue  
by Alex Wawro [07.25.16]
Mobile market research firm App Annie's latest report suggests that China has finally surpassed the United States to become the world leader in games revenue generated on the iOS App Store.
Business/Marketing, Smartphone/Tablet

Blog: Pokemon Go, and the good things that can come from bad UI 9
by Gamasutra Community [07.25.16]
PopCap Seattle UI/UX expert Chris Furniss argues how Pokemon Go's confusing UI is applying meaningful friction and is feeding into the dense social experience of the game.
Design, Smartphone/Tablet

Blog: How Pokemon Go fails to capture learnability 20
by Gamasutra Community [07.22.16]
Why does Pokemon Go need propping-up from the hundreds of how-to guides that have popped up this week? Here's how Niantic have broken or ignored principles for designing a learnable game.
Design, Smartphone/Tablet

GDC 2017 announces call for submissions  
by Staff [07.21.16]
Heads up game devs: GDC 2017 officials have opened the annual Call for Papers for the GDC 2017 Main Conference, from now through August 18th.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

Investors pour $55 million more into mobile game publisher Scopely  
by Alex Wawro [07.26.16]
Mobile game firm Scopely has managed to raise $55 million in a Series B round of financing, and it plans to put that money towards expanding its developer ecosystem and investing in games.
Business/Marketing, Smartphone/Tablet

Blog: Game design analysis - Disney Magic Kingdoms  
by Gamasutra Community [07.26.16]
Game designer Scott Fine offers a thorough design and economics breakdown of Gameloft's mobile game, Disney Magic Kingdoms.
Business/Marketing, Design, Smartphone/Tablet

Rad adds newer, faster game data compressors to its Oodle offerings  
by Alex Wawro [07.26.16]
Fun names alert: RAD Game Tools has updated its Oodle library of data compression tools for game developers with two new compressors, Selkie and Mermaid, that are faster than Oodle's extant Kraken.
Programming, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet



Before The Wheel  
by Brendan Vance [07.26.16]
An essay about the market's lust for certainty, the mad things we do in pursuit of it and the ways of thinking that separate business folk from creatives.
Business/Marketing, Design, Indie, Smartphone/Tablet

Glasswinged Ascension. My first attempt to make a video game alone.  
by Sergey Kalmanovich [07.25.16]
After working for some big and small video game developer studios for quite a while, I decided the time has come to try and create a game alone. And here is what I've got so far.
Indie, Smartphone/Tablet

Can Pokemon GO Monetise? 3
by Ramin Shokrizade [07.25.16]
While there is no doubt about the success of Pokemon GO in terms of installs and retention, how is the business model going to perform? Monetisation expert blogger Ramin Shokrizade goes under the hood (and does a lot of walking!) to find out.
Business/Marketing, Design, Production, Smartphone/Tablet

Simple statistics for randomly positioning gameplay elements  
by Ruben Torres [07.25.16]
How to randomly position gameplay elements in a way that they make sense being influenced by external factors? With some simple statistics I will position the doors in my dungeons. The same can also be applied with monsters, looting, luck, dynamic events.
Programming, Console/PC, Indie, Smartphone/Tablet

Writing Romance in (non-Romance) Games: Linear Romances 1
by Alexander Freed [07.25.16]
Romance subplots are tough to write even in traditional media. What special challenges do writers face bringing them into the interactive sphere? In this post, we look specifically at romances in non-branching games and how best to deploy them.
Design, Console/PC, Indie, Smartphone/Tablet


nWay — San Francisco, California, United States
[07.25.16]
Game Server Engineer


nWay — San Francisco, California, United States
[07.24.16]
Sr. Animator


nWay — San Francisco, California, United States
[07.24.16]
Lead 3D Artist


nWay — San Francisco, California, United States
[07.22.16]
Sr. Systems Designer


Age of Learning, Inc. — Glendale, California, United States
[07.22.16]
Director of Operations


War Drum Studios — Gainesville, Florida, United States
[07.22.16]
Game and Systems Programmer
We are looking for a talented C++ programmer who wants to work on challenging problems and implement and own new systems. Join us as we have our cake and eat it to: we work on some of the best games in the business while also enjoying a small team environment.

Particle City — Los Angeles , California, United States
[07.21.16]
Senior Gameplay Engineer
Do you want to help make Titans fall? Would you like to tame the frontier of mobile gaming? If you dream in object-oriented languages and can solve for inverse matrices, in your sleep, we need your help in building a Titanfall mobile experience. Sign up, Recruit!

InnoGames GmbH — Hamburg, Germany
[07.13.16]
Senior Game Designer for a Simulation Mobile title


WB Games — San Francisco, California, United States
[07.11.16]
Sr. Systems Engineer


WB Games — San Francisco, California, United States
[07.11.16]
Lead Software Engineer, Platform