Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 25, 2016
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

The attempts to bring 'AAA quality' games to mobile - and why they're failing 22
by Gamasutra Community [10.24.16]
After my first post about the tech arms race in the triple-A space, I ponder why the same mindset isn't prevailing in mobile games.
Business/Marketing, Design, Smartphone/Tablet

Game studio hits Hasbro with cloning lawsuit 4
by Chris Kerr [10.24.16]
"Peak Games has filed a copyright infringement lawsuit against Hasbro and Backflip Studios for taking Peak’s popular game, Toy Blast, cloning it, and cloaking it under the My Little Pony brand."
Business/Marketing, Design, Smartphone/Tablet

Rovio Stockholm boss departs for Spotify  
by Chris Kerr [10.24.16]
Rovio's Stockholm general manager, Patrick Liu, has left the Angry Birds creator after four years to take up the mantle of senior product owner at Spotify. 
Business/Marketing, Smartphone/Tablet

How Zach Gage breaks all of the rules in Really Bad Chess 5
by Stefanie Fogel [10.21.16]
“What if I pulled out the core balance and fairness of chess, and just threw in a lot of random pieces very haphazardly? My friend joked that that would be really bad chess, and the name stuck.”
Design, Indie, Smartphone/Tablet

What kind of games are popular with both children and parents?  
by Alissa McAloon [10.24.16]
A recent survey from Joan Ganz Clooney Center aims to discover what type of games are played in family homes by both children and parents alike.
Business/Marketing, Console/PC, Smartphone/Tablet

Gameforge lays off 1/5 of staff and moves away from mobile games  
by Alissa McAloon [10.24.16]
German game publisher Gameforge is moving away from the mobile games, citing less-than-expected success in the market.
Business/Marketing, Console/PC, Smartphone/Tablet

Video Game Deep Cuts: Mario's Hard Indiepocalypse  
by Gamasutra Staff [10.23.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Mario speedrunning, the state of 'indiepocalypse', & why it's hard to make games.
Business/Marketing, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design

Fire(proof) Sales: The Room games surpass 11.5M copies sold  
by Alex Wawro [10.21.16]
British studio Fireproof Games, reports today (via infographic) that it's sold over 11.5 million copies of its three The Room puzzle games since launching the first in December of 2012.
Business/Marketing, Smartphone/Tablet

Why Chinese mobile game companies are rushing to overseas markets?  
by Jason Kong [10.25.16]
A brief post on the sticks and carrots that drive Chinese game developers to shift their focus towards overseas markets.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet

The Challenges of Developing for PC and Mobile. Part 2: Graphics 1
by Mattieu Begin [10.25.16]
Developing for multiple platforms can be a real challenge, especially when technical specs differ as much as between PC and Mobile. This in-depth article gives hints and tips on optimizing a graphical pipeline on a tight resource budget.
Design, Art, Console/PC, Indie, Smartphone/Tablet

Trick-or-Treat your bugs!  
by Flaviu Vescan [10.25.16]
This article is about how we found a way to squash a game bug in a creative way, and rewarding our players at the same time.
Design, Programming, Indie, Smartphone/Tablet

Four things that terrify me since I’m officially an indie dev  
by Florent Maurin [10.25.16]
The Pixel Hunt official started working on their first game as an indie studio. Yeah, it's pretty cool, but it's also SUPER SCARY!!! Here are the four main reasons why, listed in the project's first devblog post.
Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet

Building a solid real-time multiplayer game  
by Per Ekstig [10.24.16]
Connecting two arbitrary mobile players, with varying internet connection quality, and keeping a good gaming experience for a fast real-time game, is not easy to accomplish. In this article I will suggest three basic rules for a solid approach.
Programming, Social/Online, Smartphone/Tablet

Lionbridge Technologies — Irvine, California, United States
Software Test Engineer (STE)-#326

SYBO Games — Copenhagen, Denmark
Lead Game Engineer

Age of Learning, Inc. — Glendale, California, United States
Sr. QA Analyst

Age of Learning, Inc. — Glendale, California, United States
Software Engineer - Unity

Age of Learning, Inc. — Glendale , California, United States
3D Animator

Tonk Tonk Games — Los Angeles, California, United States
Graphics Engineer

Disruptor Beam — FRAMINGHAM, Massachusetts, United States
Performance Marketing Analyst

Disruptor Beam — FRAMINGHAM, Massachusetts, United States
Game Server Engineer

Nordeus — Belgrade, Serbia
Talent Acquisition Lead

Nordeus — Belgrade, Serbia
Senior Game Designer Top Eleven