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November 22, 2014
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November 22, 2014
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5 mistakes not to make when you get started with analytics 5
by Gamasutra Community [11.21.14]
"Creating a proper analytics setup is far from easy. Things will be in the wrong spot or simply broken. Tell your teammates what you found challenging or hard to decipher and what to fix in the future."
Business/Marketing, Design, Programming, Indie, Smartphone/Tablet

On prototyping and coding your own ideas 14
by Gamasutra Community [11.20.14]
Why "words fall inherently short" -- "If you are a game designer, but unable to code, know this: the best way to validate and communicate your own ideas to others is to make your own prototypes."
Design, Programming, Console/PC, Indie, Smartphone/Tablet

F2P games are no longer listed as 'Free' in Apple's app stores 16
by Alex Wawro [11.19.14]
Apple's app stores updated today to change the wording of free app download buttons from 'Free' to 'Get', presumably in an effort to avoid taking fire over misleading in-app purchasing schemes.
Business/Marketing, Smartphone/Tablet

Monster Strike: Why Street Fighter II's producer will 'never' return to consoles 11
by Christian Nutt [11.19.14]
For decades, Yoshiki Okamoto was one of Capcom's most renowned developers -- but after a mobile hit, he tells Gamasutra that console games are "just not something I want to deal with anymore."
Business/Marketing, Design, Console/PC, Smartphone/Tablet

Analyzing and interpreting feedback from your community 5
by Gamasutra Community [11.19.14]
"Monument Valley is currently being discussed as a cautionary example of the dangers of charging for paid content updates on mobile. Bad reviews are bad... right?"
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Get a job: DeNA is hiring a Senior Build and Release Engineer  
by Staff [11.21.14]
The Tokyo-based mobile game powerhouse is looking for an engineer in its San Francisco office to "maintain open dialogue with all product groups to bring up and maintain build and release pipelines."
Programming, Smartphone/Tablet, Recruitment

Blog: Thoughts on Practice, the NYU game conference  
by Gamasutra Community [11.21.14]
Designer Keith Burgun attended this year's conference: "While each Practice conference has evolved somewhat from the last, I feel that the one thing that itís always had in common was this element of risk-taking."
Design, Console/PC, Indie, Smartphone/Tablet

Mobile studio receives $1M funding to expand on multiplayer engine  
by Mike Rose [11.21.14]
Flow State Media, the game studio behind mobile word game Letter UP, has received $1 million in a round of funding.
Business/Marketing, 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 17
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) 108
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


Cross-Functional People  
by Charles Palmer [11.21.14]
Production problems abound when you rely too heavily on specializations. This blog lays out a few of the pitfalls of over-reliance on specialization and the advantages of breaking free.
Production, Console/PC, Serious, Social/Online, Smartphone/Tablet

Why do developers make 7x less money outside the US? 2
by Martin Koppel [11.21.14]
With low user income and the resulting lack of revenue for developers in emerging markets, most companies either ignore these regions or burn money when seeking to enter them. So is there a way US developers can approach these markets and not fail?
Business/Marketing, Social/Online, Smartphone/Tablet

Design and safety tips for leaderboard  
by Priyadarshi Chowdhary [11.21.14]
Leaderboards play a crucial role in many online competitive games. Design properly, they can provide an incentive for players to get more involved with your game.
Design, Programming, Indie, Social/Online, Smartphone/Tablet, Mobile Games

The Client/Vendor Relationship Ė Laying a Solid Foundation with True Collaboration 2
by Derek Smith [11.20.14]
The relationship between client and vendor can be tricky to get right. In this article I would like to focus on what I consider to be one of the most important aspects to making a successful partnership, something I call True Collaboration.
Business/Marketing, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Choosing the perfect keywords for your iOS app  
by Simon Hill [11.20.14]
Itís time to generate a list of keywords that will help potential customers to find your iOS app. This article will show you how to boost your chances of choosing the right keywords for maximum App store success.
Business/Marketing, Production, Smartphone/Tablet


Disruptor Beam, Inc. — Framingham, Massachusetts, United States
[11.22.14]
Lead 3D Artist
Lead 3D Artist: Help us create amazing social games for tablet, smartphones and the Web built around our award-winning formula of Strategy RPG storytelling and collectible content based in universes like Game of Thrones and Star Trek. If you've ever wanted to help build a company as well as great games, this is your opportunity.

GREE International — Vancouver, British Columbia, Canada
[11.21.14]
Sr. Game Designer
Senior Game Designer - GREE Canada, Vancouver BC

DeNA — San Francisco, California, United States
[11.21.14]
Senior Build and Release Engineer
This is a rare opportunity to manage all build and release processes across DeNA West. This is a hands-on position where you will work on strategy and implementation for Continuous Integration and Deployment workflows supporting 10s of teams and up to 100 products. Your experience and vision will create a frictionless product pipeline, and your technical skills will ensure that development teams can focus on their products.

Filament Games LLC — Madison, Wisconsin, United States
[11.21.14]
Quality Assurance Associate


Filament Games LLC — Madison, Wisconsin, United States
[11.21.14]
Game Engineer


Filament Games LLC — Madison, Wisconsin, United States
[11.21.14]
Game Designer


InnoGames GmbH — Hamburg, Germany
[11.21.14]
Mobile Developer C++ (m/f)
Mobile Developer C++ (m/f)

Vicarious Visions / Activision — Albany, New York, United States
[11.21.14]
Producer-Vicarious Visions
See job description.

Amazon — Seattle, Washington, United States
[11.20.14]
Sr. Software Development Engineer - Game Publishing


DeNA — San Francisco, California, United States
[11.20.14]
UI Designer
DeNA is an innovative and fast-growing mobile social entertainment company. As a leader in global gaming, we have a big appetite for AWESOME talent! We are currently seeking a UI Designer. This position is based at our San Francisco studio, near AT&T Park.