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April 24, 2014
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A veteran producer's take on how to write a game concept doc 5
by Gamasutra Community [04.24.14]
"There are a lot of resources online that talk about game concepts and game design documents. So instead of retreading used ground, I wrote a game concept for us to examine together."
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: Forcing hard currency use in F2P games 6
by Gamasutra Community [04.24.14]
"Depending on the game, a very closely calculated time in the gameplay comes, when the give-aways stop. No more free Diamonds for you, sir!"
Business/Marketing, Design, Social/Online, Smartphone/Tablet

Epic releases Unreal Engine 4.1, including PlayStation 4, Xbox One support 2
by Christian Nutt [04.24.14]
Subscribers can now download the new version from GitHub, including both the stable build and "bleeding edge," untested new code.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

GDC Europe welcomes new board members from Rovio, DeNA and more  
by GDC Staff [04.24.14]
GDC Europe organizers add 3 experienced game developers to the event's advisory board, where they will help program lectures, panels and sessions taking place at August's conference in Germany.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet, GDC Europe

Zynga founder Mark Pincus steps down as company poaches Xbox Live point-man 2
by Christian Nutt [04.23.14]
Pincus stepped aside to let Microsoft exec take the CEO role; now he moves away from the day-to-day entirely as Mattrick brings in more Xbox talent.
Business/Marketing, Social/Online, Smartphone/Tablet

Blog: A look at my Google Play and iOS sales, early 2014 edition 5
by Gamasutra Community [04.23.14]
"The sales data shows that my plan for making lots of little games quickly for multiple platforms should work as long as I keep up a steady stream of quality releases."
Business/Marketing, Smartphone/Tablet

Think you don't have the resources for user testing? Think again 2
by Gamasutra Community [04.22.14]
"User testing is critical, especially when you don’t have resources to spare. The long-term benefits far outweigh the short-term costs, and if you do it right, you'll make a better game."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Rocketcat's Wayward Souls gets more expensive after every update  
by Alex Wawro [04.24.14]
Punch Quest creator Rocketcat Games launches Wayward Souls on iOS for $5 today, but there's a catch -- the price increases by $1 every time the developer releases a major content update for the game.
Business/Marketing, Design, Smartphone/Tablet


What's next for Puzzle & Dragons and GungHo? 14
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


Developing by Demo: How Demo Creation Can Help Rather Than Hurt 2
by Harvard Bonin [04.24.14]
Demos are a reality in video game development. They are also responsible for crunching teams, missing targets and all around poor morale. So why do I think properly managed demos are positive for game development? Read on and please share your comments
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

How Google Play Can Help Indie Game Devs and Leapfrog Apple’s App Store in the Process  
by Rob Weber [04.24.14]
Google Play's new rules prohibiting deceptive app promotion don't address the root cause: Play's discovery and monetization problems. NativeX Co-Founder Robert Weber explains how Google can do that while also helping indie Android game devs succeed.
Business/Marketing, Indie, Smartphone/Tablet

Crunch is Good for You 8
by Seth Sivak [04.24.14]
Push the team and embrace a little bit of crunch. You will be glad you did.
Production, Console/PC, Indie, Smartphone/Tablet

Procedural Generation of Word Game Boards  
by Rob Targosz [04.24.14]
An overview of the process I followed for creating boards for my upcoming game Word Portal, including attempts at procedural generation, and interim solution and future plans.
Design, Programming, Indie, Smartphone/Tablet

Thinking from the player's perspective  
by David Lin [04.24.14]
As developers, designers of games, how often do we stop to think about the people who gets to play them? Do we take into consideration what their perspectives are?
Audio, Design, Programming, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet


SOAR Inc. — Mountain View, California, United States
[04.24.14]
Unity 3D MiniGame Programmer (and Designer)
The Unity 3D MiniGame Programmer/Designer will take ownership of developing a series of narrative-themed simulations and minigames for a cutting-edge games & learning product

Crytek — Shanghai, China
[04.24.14]
Mobile Programmer
Game programmer (Mobile)

Linden Lab — San Francisco, California, United States
[04.23.14]
Sr. Front-end Web Developer
Create performance-optimized, highly interactive web interfaces.

Linden Lab — San Francisco, California, United States
[04.23.14]
Sr. Software Engineer, Back-end
Be the go-to person for the Python backend of our iOS app, Blocksworld!

Linden Lab — San Francisco, California, United States
[04.23.14]
Lead Engineer
Lead Engineer needed to lead a group of Engineers working on our iOS game, Blocksworld!

Gameloft Toronto — Toronto, Ontario, Canada
[04.23.14]
Technical Artist
Gameloft, a leading international publisher and developer of digital and social games with offices in 30 countries including Europe, North America and Asia, is seeking a Technical Artist to join our Toronto Studio. Previous hit games such as The Oregon Trail, Modern Combat 4, Brother in Arms 2, N.O.V.A., Avatar, Dungeon Hunter, Despicable Me: Minion Rush, Assassin’s Creed, Terminator Salvation, Asphalt 8, Let’s Golf!, and Order and Chaos are just a few of the 300 games Gameloft has created since it was founded.

Muti Labs — Santa Monica, California, United States
[04.23.14]
Senior Game Engineer


Gameloft — New Orleans, Louisiana, United States
[04.23.14]
R&D Game Designer


SOAR Inc. — Mountain View, California, United States
[04.23.14]
Game Designer/Narrative Writer
The MiniGame Designer/Narrative Writer will take ownership of designing a series of narrative-themed simulations and minigames for a cutting-edge games & learning product

Tiggly — New York, New York, United States
[04.22.14]
Lead Software Programmer