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April 16, 2014
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In-app purchases really are most effective for mobile game monetization 4
by Christian Nutt [04.15.14]
In-app purchases handily beat every other form of monetization for effectiveness and popularity both, according to new data released in a report by VentureBeat Intel based on a survey of 176 developers.
Business/Marketing, Smartphone/Tablet

But is it hot? Design challenges for sex in games Exclusive 27
by Leigh Alexander [04.14.14]
A panel at Different Games convened designers working on expressing intimacy, sexuality and diversity in games to talk about ways to confront common design challenges, and evolve the role sex plays in games.
Design, Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Postmortem: Touchscreen ninja action game Shadow Blade 6
by Gamasutra Community [04.14.14]
"The main design goal for Shadow Blade was to create a platformer for mobile devices that would embrace touch controls as much as possible."
Business/Marketing, Design, Programming, Production, Art, Indie, Smartphone/Tablet

Blog: Crunch - It's all your fault 17
by Gamasutra Community [04.14.14]
Crunch is less a word and more of an institution. We crunch because it is the personification of what we've been told our entire lives; if we work hard enough, anything is possible.
Business/Marketing, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Severed is the next game from DrinkBox Studios 2
by Mike Rose [04.14.14]
DrinkBox Studios, the Canadian developer best known for Guacamelee! and Tales from Space: Mutant Blobs Attack, announced its latest project over the weekend.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet, Video

Blog: Just say no to employment tests 92
by Gamasutra Community [04.11.14]
"This is not professional. It's exploitation. It's taking food off your table and doing free work for competitors. It's stealing your life. Time. Time you could be spending with people that like you."
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Designing the surprise mobile game hit, Monument Valley Exclusive 7
by Kris Graft [04.10.14]
Monument Valley raced to the top of the App Store charts last week, coming virtually out of nowhere. Lead designer Ken Wong tells us about designing a game that stands out from the crowd.
Design, Art, Indie, Smartphone/Tablet, Exclusive, Video

Blog: OpenFL & Haxe, a bumpy start 16
by Gamasutra Community [04.11.14]
OpenFL is cool. Haxe is cool. Open source is cool. My impression with Haxe is that, the road is going to be bumpy, but it's still a good technology for developing for both Windows and Flash.
Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet


What's next for Puzzle & Dragons and GungHo? 13
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) 90
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

A New Pokémon for a New Era 9
by Christian Nutt [09.19.13]
Pokémon X and Y launches next month, and Gamasutra speaks to director Junichi Masuda about the encroachment of smartphones, changing player habits, and staying inspired 18 years on.
Design, Interview, Console/PC, Smartphone/Tablet

A Conversation with Oculus VR Founder Palmer Luckey 9
by Christian Nutt [09.03.13]
Following from his GDC Europe talk, Palmer Luckey explains what it takes to make a game look and feel right in VR -- and explains that he has some tricks up his sleeve to make sure his headset beats any potential competition.
Business/Marketing, Console/PC, Smartphone/Tablet


How to impact in Lifetime value (LTV) in F2P game monetization design?  
by Pete Koistila [04.15.14]
In order to create economically successful game your Lifetime value (LTV) needs to be greater than Cost per acquisition (CPA). What factors affect to this success formula (LTV > CPA)? What is the relationship between LTV and players’ lifecycle?
Business/Marketing, Design, Production, Social/Online, Smartphone/Tablet

Game monetization design: Analysis of Clash of Clans  
by Pete Koistila [04.15.14]
Once you start you can’t stop. That’s Clash of Clans. Game is heavily addictive and sticky factor is very high. Let’s analyze why.
Business/Marketing, Design, Production, Social/Online, Smartphone/Tablet

Organizing yourself when overwhelmed  
by Catalin Marcu [04.15.14]
When we feel overwhelmed, usually our work efficiency drops considerably. One of the best things to start with is to organize our work, no matter how much of it you have.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Developer Interview - Star Trux  
by Matt Powers [04.15.14]
Star Trux is recently release iOS game. Two of the 3 people on the team started in the video game business over 30 years ago. This article asks questions from the team about how they made Star Trux and welcomes the community to ask their own questions.
Business/Marketing, Design, Programming, Production, Art, Smartphone/Tablet

School of Dragons: Inside Look Into An Evolving Game  
by Christopher Williams [04.14.14]
School of Dragons is an epic 3D MMORPG based on the DreamWorks Animation “How to Train Your Dragon” franchise. This article gives you an inside look into the game’s development process, so read on for more details.
Design, Production, Art, Social/Online, Smartphone/Tablet


Big Fish Games — Seattle, Washington, United States
[04.14.14]
Senior Game Developer


Big Fish Games — Seattle, Washington, United States
[04.14.14]
Game Server Engineer


Big Fish Games — Seattle, Washington, United States
[04.14.14]
Game Engineer


InnoGames GmbH — Hamburg, Germany
[04.14.14]
Flash Developer (m/f)
Flash Developer (m/f)

InnoGames GmbH — Hamburg, Germany
[04.14.14]
Software Developer C++ Mobile (m/f)
Software Developer C++ Mobile (m/f)

Barona IT Oy — Helsinki, Finland
[04.14.14]
Game Designer


FableLabs — San Francisco, California, United States
[04.13.14]
Senior Tools Developer (C#, Unity3D)
Create Content Authoring Tools to Empower Interactive Storytellers

FableLabs — San Francisco, California, United States
[04.13.14]
Senior Gameplay Developer (Unity3D, C#)
Create gameplay systems to empower interactive stories that matter

Machine Zone — Palo Alto, California, United States
[04.11.14]
Senior Software Engineer (Server-Side)
Create game features for a top-performing mobile gaming studio

TapZen — Los Angeles, California, United States
[04.11.14]
Database Engineer