Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 19, 2015
arrowPress Releases
April 19, 2015
PR Newswire
View All
View All     Submit Event

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

Blog: Why Apple's app rating and review system is broken 12
by Gamasutra Community [04.16.15]
"These problems will persist until Apple decides to change the system. Until then, as game publishers we need to come up with creative, intelligent solutions to work with what weve got."
Business/Marketing, Smartphone/Tablet

Apple Watch gets its first exclusive game, courtesy of WayForward 1
by Alex Wawro [04.15.15]
This week long-standing developer WayForward confirmed plans to launch its next game, appropriately titled Watch Quest, exclusively for the upcoming Apple Watch.
Business/Marketing, Smartphone/Tablet

Why Western mobile game developers need to worry about Asian app piracy 16
by Gamasutra Community [04.14.15]
"Its hardly the first time a game has closely modeled artwork/game mechanics of another title. But its quite another thing for one developer to use someone elses source code."
Business/Marketing, Smartphone/Tablet

Blog: Change your game designers' lives with faster data  
by Gamasutra Community [04.17.15]
The road to faster, more complete analytics: From a bad solution to a better one, and onward from there -- this post explores the advantages of delivering more data more quickly.
Business/Marketing, Design, Programming, Smartphone/Tablet

'Where do you make your games?' 1
by Christian Nutt [04.17.15]
We have a diverse crowd making games these days -- so why not take a look at their workspaces?
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Don't Miss: Examining the ethics of free-to-play games Exclusive 119
by Mike Rose [04.16.15]
F2P devs toss around the term 'whales' -- but what are they? What are their lives like? And should designers stop targeting them? This classic piece examines the ethics surrounding the issue.
Business/Marketing, Social/Online, Smartphone/Tablet, Exclusive

The confusing difference between a clone and a coincidence  
by Alex Wawro [04.16.15]
A new Offworld feature delves into a discomfiting game dev problem: How can you tell when someone has cloned your game, and when they've simply come up with a similar idea by chance?
Business/Marketing, Smartphone/Tablet

Why habit formation is the key to long-term retention 10
by Gamasutra Community [04.16.15]
"As you know, habits are mechanical. A player who gets used to coming back to your game will most likely keep coming back to your game. It is that simple."
Business/Marketing, Design, Smartphone/Tablet

Best of 2014: Gamasutra's Top Games of the Year 10
by Christian Nutt, Brandon Sheffield, Kris Graft, Alex Wawro, Leigh Alexander, Phill Cameron [12.22.14]
Making a definitive "best of" is impossible, thanks to the diversity of games out there. But Gamasutra's small staff, naturally, played a whole lot of games this year, and we all have strong opinions about the ones we loved.
Design, Console/PC, Smartphone/Tablet, Mobile Games

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 19
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) 109
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

The Four Horsemen Of VR  
by Simon Carless [04.17.15]
I wanted to use the idea of gradually advancing, uh, harbingers for virtual reality, now that I've tried four or five VR systems with games, movies, and apps. Which will win - and which needs to?
Business/Marketing, Design, Console/PC, Smartphone/Tablet, VR

Tears for Spheres: Developing "Grudgeball" in the year everything changed  
by Guillermo Crespi [04.17.15]
HeavyBoat is a game development company from Argentina. This is the story behind "Grudgeball", one of our latest collaborations with Cartoon Network, and how the business risks HeavyBoat took during that year made it our most difficult period to date.
Design, Production, Serious, Smartphone/Tablet

The most important reason to register your copyrights  
by Zachary Strebeck [04.16.15]
Game lawyer Zachary Strebeck looks at the big reason you should register your copyrights sooner than later: more money. A prompt registration allows you to get damages for infringement without having to prove how you were actually damaged.
Business/Marketing, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Speed Matters  
by Jozo Kovac [04.16.15]
Everyone wants to know their players. But to truly understand them you need lot of data. With lots of data you get lots of problems. How do you manage this without losing your hair? This is how we did it...
Business/Marketing, Design, Programming, Social/Online, Smartphone/Tablet

Possibilities for Innovative and Unique Writing in Visual Novels 2
by Pedro Marques [04.15.15]
With visual novels gaining relevance in the West, a need for a unique style has risen in the community. This post raises a few points on how visual novels primarily work for the benefit of the writer. Originally posted as a topic at Fuwanovel.
Design, Art, Console/PC, Indie, Smartphone/Tablet

The Topps Company, Inc. — New York, New York, United States
Director of Mobile App User Acquisition
Director of Mobile App User Acquisition

PlayRaven — Helsinki, Finland
Senior Game Designer

Limbic — San Francisco, California, United States
Senior Game Designer
We’re looking for a Senior Game Designer for an undisclosed mid/hardcore 3D social mobile game. The ideal candidate has strong experience and knowledge in mobile game design, MMOs and virtual-goods based business models.

Muti Labs — Santa Monica, California, United States
Senior Game Engineer (Mobile / Unity)

SGN — Los Angeles, California, United States
Level Designer
Level Designer

Disruptor Beam, Inc. — Framingham, Massachusetts, United States
Lead 3D Artist
Lead 3D Artist - Star Trek, Game of Thrones, fantasy/horror/sf licensed IP

Sega Networks Inc. — San Francisco, California, United States
Mobile Market Analyst

Sega Networks Inc. — San Francisco, California, United States
Product Analyst

Playtika Santa Monica — Santa Monica, California, United States
Systems Designer

Nordeus — Belgrade, Serbia
Lead System Game Designer