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December 28, 2014
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Best of 2014: Gamasutra's Top Games of the Year 8
by Staff [12.23.14]
Making a definitive "best of" is impossible, thanks to the diversity of games. But Gamasutra's small staff, naturally, played a lot of games this year, and we all have strong opinions about the ones we loved.
Design, Console/PC, Indie, Smartphone/Tablet

The Designer's Notebook: Bad Game Designer, No Twinkie! XV 22
by Gamasutra Community [12.23.14]
Want to know what mistakes game designers are making? An all-new compendium of egregious game design errors for 2014, 15th in the series that began in 1998.
Design, Console/PC, Smartphone/Tablet

Gamasutra's Best of 2014: 'F2P mobile games I'm still playing for some reason' 1
by Brandon Sheffield [12.22.14]
"I know exactly why I'm playing these games, but that old pretense that free-to-play games aren't 'real' is still fun to play with. They're designed to retain players."
Business/Marketing, Design, Smartphone/Tablet

Gamasutra's Best of 2014: Simon Carless' Top 5 Games 2
by Simon Carless [12.22.14]
"I'm super happy that lists of best games are getting a lot more personal. I tend to like titles which appeal to my borderline ADD issues - quick replayable games that have some interesting skill elements."
Console/PC, Indie, Smartphone/Tablet

When hiring an artist, here's what to keep in mind 14
by Gamasutra Community [12.26.14]
Attorney Zachary Strebeck takes a look at how artists are compensated: "I decided to reach out to a few freelance game artists that I know and get their opinions on a few issues regarding payment for their work."
Business/Marketing, Production, Art, Console/PC, Indie, Smartphone/Tablet

Best of 2014: Clash of Clans' time monetization formulas demistifyed 11
by Gamasutra Community [12.26.14]
"I set out to learn more about the hidden formulas at work and then blogged about it. This is how Clash of Clans puts a price on time."
Design, Smartphone/Tablet

The Jewish Play Project, or 'that's funny, Taito -- you don't look Jewish.' 6
by Gamasutra Community [12.24.14]
"In looking at toys, games, pinball and video games we’re at over 80 companies and over 150 people. The Jewish Play Project has been initiated to support investigation of this history in much greater depth."
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: 15 game landing pages you need to see, as a dev  
by Gamasutra Community [12.24.14]
"There are certain best practices that you can follow to increase your chances of converting more of your visitors... here is a list of some game landing pages we think are really great!"
Business/Marketing, Indie, Smartphone/Tablet


Best of 2014: Gamasutra's Top Games of the Year 8
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 17
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) 108
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


Top 5 design debates ignored in 2014 1
by Daniel Cook [12.27.14]
What design topics can we leave in the trash heap of history? What modern questions are more interesting to discuss going forward?
Design, Console/PC, Indie, Smartphone/Tablet

Our experience as an inexperienced Game Studio: Chapter 6  
by Victor Albis [12.24.14]
This is the sixth post about life inside an indie game studio from Colombia. We talk about our challenges, our need to focus, all the hardships as well as all the good things that we go through as game developers.
Design, Programming, Production, Indie, Smartphone/Tablet

Projecting Narratives and the Issue of Diversity  
by Josh Bycer [12.24.14]
2014 was marked by a call for more diversity in game narrative and today's post examines one of the biggest roadblocks: Convincing publishers for more diverse characters.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

That’s Funny Taito, You Don’t Look Jewish: The Jewish Play Project and Centuries of Unlikely Elves in Santa’s Workshop. 6
by Stephen Jacobs [12.24.14]
An introduction to the history of video games, pinball and "traditional" toys and games and the roles Jewish designers, engineers and inventors have had since the 1800s that's explored in greater depth at jewishplayproject.org
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Designer's Notebook: Bad Game Designer, No Twinkie! XV 22
by Ernest Adams [12.22.14]
An all-new compendium of egregious game design errors for 2014, 15th in the series that began in 1998.
Design, Console/PC, Smartphone/Tablet


GREE International — Vancouver, British Columbia, Canada
[12.26.14]
Senior Product Manager
Senior Product Manager - GREE Canada, Vancouver BC

Shiver Entertainment — Miami, Florida, United States
[12.26.14]
Senior Game Designer
We're looking for a experienced, passionate, and motivated Senior Game Designer who lives and breathes games and is passionate about a broad range of genres and platforms.

Rumble Entertainment, Inc. — San Mateo, California, United States
[12.26.14]
Game Analyst


PlayRaven — Helsinki, Finland
[12.26.14]
GAME LEAD


Gameloft — New York, New York, United States
[12.25.14]
Technical Director
Mobile games dominator Gameloft, worldwide publisher of mobile and social games, is looking for a skilled Technical Director.

Rumble Entertainment, Inc. — San Mateo, California, United States
[12.25.14]
Senior Platform Engineer


Irrational Games — Quincy, Massachusetts, United States
[12.25.14]
IT Manager


Nonstop Games — Singapore, Singapore
[12.25.14]
Producer
Leading and motivating a top team of 7-8 developers, artists and designers, you’ll be the inspiration behind the creation, launch and growth of new mobile games.

En Masse Entertainment — Seattle, Washington, United States
[12.24.14]
QA Tester, Mobile
En Masse Entertainment (EME) is looking for a Mobile QA tester; someone who loves mobile games and has a keen eye for identifying and troubleshooting issues. As a member of the QA team you will focus on software and hardware tests for all En Masse mobile games, and assist with other En Masse games as needed.

BluBox Games — Santa Monica, California, United States
[12.24.14]
Product Marketing Manager
BluBox Games is a leading publisher of mobile games with operations in Santa Monica, CA. BluBox’s highly successful games include Fast Finger and Monster High Ghouls and Jewels. To fuel its rapid growth, BluBox is seeking a dynamic and motivated Marketing Manager with experience in mobile and/or social gaming, a passion for the creative process, fluency with app analytics and community management, a hands-on approach to partnering with cross-functional teams and licensors. By joining BluBox, you will be at the cutting edge of mobile marketing and contribute to the growth and shape of the publishing business as a whole.