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September 19, 2014
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September 19, 2014
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Tips for game artists, from Rockstar's former art director Exclusive 1
by Kris Graft [09.19.14]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Design, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Making educational games for the younger you 3
by Gamasutra Community [09.19.14]
"During this convergence of opposing chapters in our lives, all of a sudden the boring term ‘educational game’ doesn’t seem to be the big YAWN it used to be."
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Keys to working with offsite writers  
by Gamasutra Community [09.19.14]
"Having offsite writers is crucial for our workflow, and I’ve compiled some best practices on how to manage the multiple personalities and work styles."
Design, Production, Smartphone/Tablet

GDC Next adds talks on Starcraft II and the secret life of ads  
by Staff [09.18.14]
Blizzard Entertainment's Jordan Womack joins speakers from MIT's Game Lab, the GameHeart mod project and the LiveRail ad platform at GDC Next 2014 featuring ADC this November.
Business/Marketing, Design, Console/PC, Smartphone/Tablet

Designing mobile games for thumbs in an era of giant screens 1
by Gamasutra Community [09.18.14]
"We can’t just treat screens in the 5.5” range simply as a scaled-up version of a smaller phone. Grips completely change, and with that, your interface might need to do so, as well."
Design, Smartphone/Tablet

Don't Miss: Building the AI for Hearthstone 5
by Staff [09.18.14]
The AI postmortem is a perennial high point for GDC's AI Summit, and GDC 2014 was no exception as former Blizzard engineer Brian Schwab delivered a frank talk on the AI design of Hearthstone.
Design, Programming, Console/PC, Smartphone/Tablet

Blog: 'Mobile VR' is much more about VR than mobile 4
by Gamasutra Community [09.18.14]
"What I do know is this: once it’s all released, it will stand for itself, and the players will quickly figure out what mobile VR is really good for."
Business/Marketing, Design, Production, Smartphone/Tablet

King comes out on top in cloning case 9
by Christian Nutt [09.17.14]
Developer which was under target for copying King's Farm Heroes Saga and Pet Rescue Saga agrees to pull its games from sale and pay out a settlement.
Business/Marketing, 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 18
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) 99
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


How to design for thumbs in the Era of Huge Screens 1
by Scott Hurff [09.18.14]
Mobile screen sizes are becoming bigger, and that means that learning how to design for thumbs is now more important than ever.
Design, Art, Smartphone/Tablet

Exhibiting at Game Industry Events - A Developer's Perspective  
by Mathew Anderson [09.18.14]
What does it take to setup, manage, and tear down booths at events like E3 and Comic-Con? Here's a glimpse...
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

No Sunny Day: Being dragged into the Clone Wars 8
by Yoeri Staal [09.18.14]
Our game appeared in the portfolio of a cloner. Taking it down is not so easy.
Business/Marketing, Indie, Smartphone/Tablet, Mobile Games

The Degrees of Sales and the Consumer Impact  
by Ulyana Chernyak [09.17.14]
Continuing our examination on sales in the Game Industry, today's post examines the different degrees of sales and their effect on the consumer.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

How we do estimates and contracts for game dev 1
by Bill Graner [09.17.14]
A cursory description of how we draw up estimates for clients when we do contract game development at Crater House.
Business/Marketing, Indie, Smartphone/Tablet


Kabam — Beijing, China
[09.19.14]
Lead 3d Artist
Lead 3d Artist for a next-gen AAA mobile RPG

Sparx — Exeter, England, United Kingdom
[09.19.14]
Senior Software Developer
As a Senior Software Developer at Sparx, you’ll be responsible for designing and implementing components for the Sparx system, writing high quality, reusable code that focuses on usability, scalability and innovation. You’ll work with all members of the team – from data scientists to content developers – to find solutions to the most challenging problems we face when building a system of this scale

Heavy Iron Studios, Inc. — Los Angeles, California, United States
[09.18.14]
Game Programming Intern


Heavy Iron Studios, Inc. — Los Angeles, California, United States
[09.18.14]
Gameplay and Engine Programmer


Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[09.18.14]
Senior Software Engineer


Vicarious Visions / Activision — Albany, New York, United States
[09.18.14]
Character Artist-Vicarious Visions
See job description.

Pocket Gems — San Francisco, California, United States
[09.17.14]
Associate Product Manager


Nix Hydra — Los Angeles, California, United States
[09.17.14]
Art Director


High 5 Games — New York, New York, United States
[09.17.14]
Game Developer (HTML 5)


Bright Future GmbH — Cologne/Koeln, Germany
[09.17.14]
Senior ActionScript Developer Mobile
Senior ActionScript Developer Mobile (m/f)