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October 30, 2014
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Making better tutorials and menus for mobile games  
by Gamasutra Community [10.30.14]
"If you take a critical eye to modern games and see what theyve done well and what they havent, you can apply these to your own games. With a bit of thought and some testing, you can make your game a much nicer experience for everyone."
Design, Indie, Smartphone/Tablet

Video: Mastering the art of killing your games 3
by Staff [10.29.14]
Adam Telfer is a product lead at Wooga who had failed on at least seven projects when he spoke at GDC Europe 2014 earlier this year about Wooga's "hit filter" approach to game design and killing your darlings.
Production, Console/PC, Indie, Smartphone/Tablet, Video, Vault

9 GDC Next talks you shouldn't miss  
by Staff [10.28.14]
Game industry veteran Raph Koster, programming wizard Borut Pfeiffer, industry attorney Mona Ibrahim and Playful Corp CEO Paul Bettner are just a few of the experts speaking at GDC Next this year.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Design, Business/Marketing

The HTML5 open standard has been finalized 6
by Mike Rose [10.29.14]
Nearly two years after the World Wide Web Consortium (W3C) said that the HTML5 project was "feature complete," the group now says that the open standard for HTML5 is ready to go.
Business/Marketing, Console/PC, Smartphone/Tablet, Video

Facebook has strong quarter, but CFO predicts gloom for desktop games  
by Christian Nutt [10.28.14]
UPDATE Facebook's desktop games business is now officially in "decline" and unlikely to bounce back, says the CFO -- plus some thoughts on Oculus from CEO Zuckerberg.
Business/Marketing, Social/Online, Smartphone/Tablet

D.I.C.E. Award submissions now open, with two new categories 1
by Christian Nutt [10.29.14]
The Academy Interactive Arts & Sciences has opened the submission process for its annual D.I.C.E. Summit awards ceremony, and adds two new categories designed to recognize innovation.
Console/PC, Indie, Social/Online, Smartphone/Tablet

GungHo has made $4.5 million in revenue a day during 2014 5
by Mike Rose [10.29.14]
Japanese video game company Gungho Online Entertainment made roughly $4.5 million revenue per day during the first nine months of 2014.
Business/Marketing, Console/PC, Smartphone/Tablet

Blog: If you must use runes... 25
by Gamasutra Community [10.29.14]
On using archaic alphabets: "Runes are a historical alphabet. You might be writing something ridiculous in runes without noticing it if you don't pay a minimal amount of attention."
Art, Console/PC, Indie, 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) 107
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


The DLC Transition and Expanding the Expansion Pack  
by Josh Bycer [10.29.14]
The lines between expansion packs and DLC have blurred in the digital era and today's post examines how DLC has overtaken expansion packs and what this means for game development.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The New Collectible Market for Game Development -- Toys to Life  
by Ulyana Chernyak [10.29.14]
Today's post examines the rising popularity of the Toys to Life genre and how it's leveraging collect-ability for added profit.
Business/Marketing, Design, Production, Console/PC, Social/Online, Smartphone/Tablet

A bit of design theory for mobile games  
by Christopher Walden [10.29.14]
Not every app has had hours of time dedicated to its design experience. Unfortunately, There are examples of weird, convoluted menu designs and over-explained core game mechanics on every app store.
Design, Indie, Smartphone/Tablet

A picture paints a thousand words: Choosing screenshots for your iOS app  
by Simon Hill [10.29.14]
Today we're going to take a look at how to create good display screenshots for your iOS app page in the App Store. We'll discuss the technical requirements, how to stand out with overlaid text, or lifestyle photos, the importance of localization, and what
Business/Marketing, Design, Programming, Art, Smartphone/Tablet

The Importance of Story 1
by Paul Furio [10.28.14]
Good intentions are not enough. We need to weave the tale of why players should care, and users should involve themselves.
Business/Marketing, Design, Production, Indie, Smartphone/Tablet


DeNA Studios Canada — Vancouver, British Columbia, Canada
[10.29.14]
Analytical Game Designer


DeNA — San Francisco, California, United States
[10.29.14]
Software Engineer, Game Server
At DeNA our goal is to make the best mobile social games in the world and our game servers are central to that goal. Simply put, we're looking for talented and driven server engineers who are interested in building highly scalable game servers for hit titles. Our game server engineers build software that juggles the needs of a massive user population.

DeNA — San Francisco, California, United States
[10.29.14]
Full Stack Engineer, Games
You love to build things. Maybe its because you played with Legos growing up. Building is what you shall do at DeNA. We are looking for you to join us in building dynamic, networked games for the iPhone and Android devices. You will work with a team of talented engineers in a fun and focused environment to create the very foundation of our company – the games. We’ll expect you to participate and contribute to the growth of our company by speaking up and being heard.

InnoGames GmbH — Hamburg, Germany
[10.29.14]
Community Manager The West and Tribal Wars (m/f) on -site
Community Manager The West and Tribal Wars (m/f) onsite

Vicarious Visions / Activision — Albany, New York, United States
[10.29.14]
VFX Artist-Vicarious Visions-Temporary
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[10.29.14]
Software Engineer-Vicarious Visions
See job description.

DoubleDown Interactive — Seattle, Washington, United States
[10.28.14]
Game Designer
DoubleDown Interactive is a social and mobile game company located in Seattle, WA. Known for our fun and collaborative culture, we’re a group of talented software engineers, game designers, artists, producers, marketers, analytical experts, and moreWe are expanding and looking for a creative and technically savvy Slot Game Designer to join our emerging team. In this position you will utilize math and probability techniques in conjunction with basic design tenets to create fun and exciting new math models that will provide hours of compelling gameplay for players.

Bandai Namco Studios Vancouver Inc. — Vancouver, British Columbia, Canada
[10.28.14]
Senior Software Engineer


Uproar Studios — San Francisco, California, United States
[10.28.14]
Senior Game Producer


Uproar Studios — San Francisco, California, United States
[10.28.14]
Senior Game Designer