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August 4, 2015
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August 4, 2015
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Facebook cancels plans to change how ads work  
by Christian Nutt [08.04.15]
In the face of fierce opposition from ad networks and game developers, the company scraps plans to force sharing of information with the platform.
Business/Marketing, Smartphone/Tablet

Women in the game industry share stories of improving diversity  
by Alex Wawro [08.04.15]
A panel of women from companies like King, Square Enix Europe and Gameloft came together at GDC Europe today to share their experiences as women in the industry and offer advice for incrasin
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Spry Fox's Alphabear cracks the code of mobile puzzle popularity  
by Chris Baker [08.04.15]
How Alphabear braved the dark waters of the free-to-play ocean with irresistible viral sharing and a sensible business model -- and made it through the journey 1 million downloads strong.
Business/Marketing, Production, Smartphone/Tablet

Hooking up Elias' adaptive game music to Unity  
by Gamasutra Community [08.04.15]
"I am going to show you a real world example of how adaptive music is used in a game, how simple it is for programmers to get Elias up and running in Unity."
Audio, Console/PC, Indie, Smartphone/Tablet

5 lessons learned building Vainglory, a MOBA for touchscreens 2
by Gamasutra Community [08.04.15]
"I wanted to share five lessons weve learned while developing the game and bringing a super core, traditionally PC-only genre to touch screens."
Business/Marketing, Design, Programming, Production, Smartphone/Tablet

5 video game translation tools 2
by Gamasutra Community [08.04.15]
A list of five tools used by a professional localization house when translating video games -- ranging from free to paid tools.
Production, Console/PC, Smartphone/Tablet

Gameplay vs. story: How to strike the balance you want 3
by Gamasutra Community [08.03.15]
Experienced narrative designer Evan Skolnick (Star Wars: Battlefront, Dying Light) explores how different games balance gameplay and story, and offers a design framework for making your own choice.
Design, Console/PC, Smartphone/Tablet

Lessons learned while fixing memory leaks in Unity 5
by Gamasutra Community [08.03.15]
Boss Fight Entertainment CTO Rich Geldreich shares a list of practical tips and lessons learned when fixing a major, game-crashing memory leak in Unity.
Programming, Console/PC, Indie, 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 24
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) 110
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


Examining The Five Nights at Freddy's Experience  
by Josh Bycer [08.03.15]
The Five Nights at Freddy's series has become a cult sensation over the last year and today's post looks at what it did from a horror and design angle.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Composing Adaptive Music for Games with Elias Part 3 VR Game Stampede and Unity Integration  
by Dale Crowley [08.03.15]
Adaptive music is discussed through a real world integration example of Elias and the VR game Stampede. I demonstrate how simple it is to integrate with Unity, discuss the performance and memory usage (only .2-.3% CPU and .2 MB of audio memory typically.)
Audio, Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Important Case Studies That Prove App Store Optimization Works  
by Puneet Yamparala [08.03.15]
This is a summary post having the best posts from the app entrepreneurs association. The post post mainly focuses on improving app downloads, app marketing and development
Business/Marketing, Smartphone/Tablet

Games and Data: A Brief Perspective  
by Steve Bailey [08.03.15]
At Gamescom 2014, I asked everyone I met about how they perceive the role of data in the games industry. This is the brief summary of the conversations I've since had about the topic, across the past year.
Business/Marketing, Design, Production, Console/PC, Social/Online, Smartphone/Tablet

Five Lessons Ive Learned Building a MOBA for Touch Screens 2
by Kristian Segerstrale [08.03.15]
Kristian Segerstrale, COO and Executive Director at Super Evil Megacorp, shares five lessons learned developing unapologetically core MOBA Vainglory for touch devices.
Business/Marketing, Design, Programming, Console/PC, Smartphone/Tablet


Boss Fight Entertainment, Inc. — McKinney, Texas, United States
[08.03.15]
Art Director


STEAM Engine — Austin, Texas, United States
[08.03.15]
Senior Game Designer


ToyTalk — San Francisco, California, United States
[08.03.15]
Gameplay and Prototyping Engineer


PlayRaven — Helsinki, Finland
[08.03.15]
Senior Server Programmer


WB Games — San Francisco, California, United States
[07.31.15]
Analyst-Monetization


Galxyz Studios — Mountain View, California, United States
[07.30.15]
Sr. Game Developer
Senior Unity 3D programmer to help build an intergalactic science adventure!!

WB Games — San Francisco, California, United States
[07.30.15]
Senior Software Engineer


WB Games — San Francisco, California, United States
[07.30.15]
Sr. UX/UI Designer


NetherRealm Studios — Chicago, Illinois, United States
[07.30.15]
Senior Software Engineer
NetherRealm Studios, a division of WB Games Inc. seeks asoftware engineer to join the team behind the “Mortal Kombat X”, "Injustice" and “WWE Immortals” mobile games. Our small, creatively-independent team brings premium action games to the iPhone and iPad, utilizing WB's most valuable and exciting properties.

Game Circus LLC — Addison, Texas, United States
[07.29.15]
Data Scientist