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September 16, 2014
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20 fun facts about hex grids 17
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

If you want to succeed in China, make your game more competitive 1
by Alex Wawro [09.16.14]
"It’s about competition,” says Lyndon, who serves as cofounder and executive VP of Chinese publisher iDreamSky. "That’s the main difference between Chinese user behavior and Western user behavior."
Smartphone/Tablet, Business/Marketing

Understanding what Minecraft really means to Microsoft Exclusive 23
by Kris Graft [09.15.14]
Microsoft's Mojang acquisition isn't just about owning digital LEGO, or laying claim to a cultural phenomenon -- it's about buying a whole lot of engaged users.
Business/Marketing, Console/PC, Smartphone/Tablet, Exclusive

Devs don't market games the way they'd like, says GDC Next survey 1
by Staff [09.16.14]
The results of GDC Next featuring ADC's discoverability survey reveal several fascinating trends in the way that modern game makers handle their marketing and community outreach efforts.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

When Shining Force meets Cannon Fodder: The design of Squids 1
by Gamasutra Community [09.15.14]
Emeric Thoa, creative director at The Game Bakers, explains the design decisions behind turned-based tactical RPG, Squids.
Design, Console/PC, Indie, Smartphone/Tablet

New Harmonix deal will bring more music games to mobile  
by Alex Wawro [09.15.14]
Dance Central developer Harmonix announced a partnership with publishing services firm Tilting Point today with the goal of making sweet mobile music games together.
Smartphone/Tablet, Business/Marketing

'What value do you see in game jams? What have you learned?' 4
by Christian Nutt [09.12.14]
They're increasingly popular and seemingly going on all the time. What value do they hold for game developers? We asked our readers.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

RPG design: Alternatives to magic points 65
by Gamasutra Community [09.11.14]
"I find many implementations pretty tedious (buying/using MP restorative items constantly, or saving all magic for the boss), but preferences aside, it's just plain boring when so many games do the same thing."
Design, 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


The Making of Uncanny X-Men: Days of Future Past  
by Erik L'Abbe [09.16.14]
Wes Tam, creative director, answers questions about the development of Uncanny X-Men: Days of Future Past related to art style, scope, challenges and the high expectations of X-Men fans.
Business/Marketing, Design, Art, Smartphone/Tablet

How the Kim Kardasihan Game Will Make $200m!  
by Matthew Warneford [09.16.14]
How does a game starring Kim Kardashian, one many journalists are laughing at, stand to generate $200m by the end of the year? We wanted to find out, so we spent a couple of hours playing Kim Kardashian: Hollywood, meaning you don't have to.
Design, Social/Online, Smartphone/Tablet

Microsoft-Mojang is about the future not the money 3
by Tim Merel [09.16.14]
Microsoft’s acquisition of Mojang is about the future, not short term economics
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Why Make Games? 1
by Trent Polack [09.16.14]
I was having a conversation with a friend the other day and reminded about my time in the game industry when I wondered, really wondered, why on Earth I ended up making games for a living. This is my attempt at figuring that out.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

The Walking Dead: Let Gameplay Support the Story  
by Matt McLean [09.15.14]
TWD is still one of the more powerful and moving games out there. But as much as I love it, the series seems to have left the 'game' aspect behind.
Design, Console/PC, Smartphone/Tablet


Mobilityware — Irvine, California, United States
[09.16.14]
Senior UI Artist


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


Amazon — Seattle, Washington, United States
[09.16.14]
Senior Marketing Manager, Game Services


Shiver Entertainment — Miami, Florida, United States
[09.16.14]
Gameplay Programmer/Engineer - All Levels
Shiver is Miami's newest video game start-up, backed by industry veterans and sizable capital.

Machine Zone — Palo Alto, California, United States
[09.16.14]
QA Tester (Android Games)
We are looking for passionate self-starters who love MMORPGs to work on Game of War - Fire Age. Our company is growing quickly and we are looking for testers who are intelligent and yearn for opportunities to truly make an impact.

Reload Studios Inc. — Tarzana, California, United States
[09.16.14]
Generalist Programmer


Vicarious Visions / Activision — Albany, New York, United States
[09.16.14]
Animator-Temporary-Vicarious Visions
See job description.

Turbine Inc. — Needham, Massachusetts, United States
[09.15.14]
Senior Mobile Engineer
In this position, you will have a hands on role in defining and implementing key game systems and features, as well as integrating existing libraries or services. You will be working with a mid-size team of developers to create new products for iconic Warner Bros. intellectual properties. This position requires close collaboration with all other disciplines to help capture, develop and communicate a coherent vision of our game systems, features and tools. You will also be a leader in establishing best practices, assisting / mentoring other engineers on the team and identifying problem areas / opportunities for improvement in the codebase. We are looking for candidates with a passion for games and game development.

InnoGames GmbH — Hamburg, Germany
[09.15.14]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

Insomniac Games — Burbank, California, United States
[09.12.14]
Gameplay Programmer - Mobile
Gameplay Programmer for our mobile group!