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Randomness and game design 45
by Gamasutra Community [10.17.14]
On not introducing randomness into your game's design: "I believe the current assumptions with regard to randomness in strategy games are largely wrong."
Design, Console/PC, Indie, Smartphone/Tablet

When quality comes before making money: Developing Monument Valley 1
by Brandon Sheffield [10.19.14]
Monument Valleycreator UsTwo is primarily a UI and design firm, working for clients. They don't usually make games. But Monument Valley, the company's third game, sold over 1 million copies.
Design, Smartphone/Tablet, GDC, GDC China, Video

Indie game analytics 101: Intro to terms 1
by Gamasutra Community [10.17.14]
"Game analytics are vital on both a business and creative perspective. I’ll cover the top 5 most important terms and offer insights to allow future conversations or research."
Business/Marketing, Indie, Smartphone/Tablet

The charming heart of darkness: Former Spec Ops team's Curious Expedition 3
by Leigh Alexander [10.17.14]
Former Spec Ops: The Line developers are building a charming roguelike hybrid about the great explorers of the 19th century -- and building an indie game is a new adventure for this former AAA team, too.
Design, Programming, Art, Console/PC, Indie, Smartphone/Tablet

Reminder: IGF 2015 Main Competition deadline ends on Wednesday!  
by Staff [10.17.14]
Don't miss the IGF deadline! Submissions for the 2015 Independent Games Festival Main Competition entries are due October 22, and Student Showcase Entries are due October 31.
Audio, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Blog: In production, trust is stronger than control 2
by Gamasutra Community [10.16.14]
"Making software is hard. Making games is damn near impossible. The things where we usually make mistakes are not the ones that following a processes will solve."
Production, Console/PC, Social/Online, Smartphone/Tablet

Don't Miss: Why ethical free-to-play game design matters Exclusive 106
by Greg Costikyan [10.16.14]
"Consider: Would you rather work for a company that has loyal fans eager to play your game, or a company that assumes games are disposable trash, and players, marks to be fleeced?"
Design, Social/Online, Smartphone/Tablet, Exclusive

Luck-based monetization in free-to-play mobile games 3
by Gamasutra Community [10.16.14]
"The first two things you want to think about are: What kind of rewards should be available? And what are the chances to get these?"
Design, Social/Online, Smartphone/Tablet


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 16
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) 106
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


Why Gamers Love to Play Alone...Together  
by Nick Halme [10.16.14]
Taking a look at the different sort of multiplayer experience Fuel introduces to mobile games, and some of the precedents set by "traditional" gaming which we can apply to mobile with this new environment in mind.
Design, Smartphone/Tablet

Indie Game Analytics 101 (part 1 – five terms) 1
by Dylan Jones [10.16.14]
A starting point for analytics every indie should know, not just to pay the bills but also to check that players are seeing your true creative vision.
Business/Marketing, Design, Indie, Social/Online, Smartphone/Tablet

Tutorials, Tips, and Text in Unity  
by Marc Breaux [10.16.14]
A simple system to designate game events on a per-level basis in Unity. Useful for displaying tutorial pop-ups or other graphics at various times in a particular level.
Design, Programming, Console/PC, Indie, Smartphone/Tablet

VR Meetups: The Story of Haves and Have Nots  
by Neil Schneider [10.16.14]
Popular Meetups like SVVR, VRLA, and San Francisco VR Meetup are getting kudos for inexpensively getting a lot of expertise in one room. Learn about the gaps that need to be filled to grow the industry, and an effort being done to fill them.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Hidden Narrative in Games and Literature  
by Daniel Shumway [10.15.14]
I posit that there is a story genre that falls under the heading of "hidden narrative", and that those stories share a common theme.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Wicked Loot — Mountain View, California, United States
[10.20.14]
3D Artist & Animator
Seeking Wicked 3D Artist with Unity 3D Experience. :::::::::::::::::::::::::::::::::::::: BONUS: All expenses paid trip to Hawaii!

Vicarious Visions / Activision — Albany, New York, United States
[10.20.14]
Human Resources Manager
See job description.

Amazon — Seattle, Washington, United States
[10.17.14]
Event Marketing Specialist, Game Services


Petroglyph Games — Las Vegas, Nevada, United States
[10.17.14]
Network / Web Programmer


Petroglyph Games — Las Vegas, Nevada, United States
[10.17.14]
Unity Engineer


Next Games — Helsinki, Finland
[10.17.14]
Senior Level Designer


Magic Leap, Inc. — Wellington, New Zealand
[10.16.14]
Level Designer


Magic Leap, Inc. — Wellington, New Zealand
[10.16.14]
Lead Game Designer


Sega Networks Inc. — San Francisco, California, United States
[10.16.14]
Mobile Game Engineer


Viacom — Glendale, California, United States
[10.16.14]
Sr. Mobile Games Engineer