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November 20, 2014
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November 20, 2014
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On prototyping and coding your own ideas 13
by Gamasutra Community [11.20.14]
Why "words fall inherently short" -- "If you are a game designer, but unable to code, know this: the best way to validate and communicate your own ideas to others is to make your own prototypes."
Design, Programming, Console/PC, Indie, Smartphone/Tablet

F2P games are no longer listed as 'Free' in Apple's app stores 15
by Alex Wawro [11.19.14]
Apple's app stores updated today to change the wording of free app download buttons from 'Free' to 'Get', presumably in an effort to avoid taking fire over misleading in-app purchasing schemes.
Business/Marketing, Smartphone/Tablet

Monster Strike: Why Street Fighter II's producer will 'never' return to consoles 10
by Christian Nutt [11.19.14]
For decades, Yoshiki Okamoto was one of Capcom's most renowned developers -- but after a mobile hit, he tells Gamasutra that console games are "just not something I want to deal with anymore."
Business/Marketing, Design, Console/PC, Smartphone/Tablet

Analyzing and interpreting feedback from your community 5
by Gamasutra Community [11.19.14]
"Monument Valley is currently being discussed as a cautionary example of the dangers of charging for paid content updates on mobile. Bad reviews are bad... right?"
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Where does F2P Game of Thrones fare better, Facebook or iOS? Exclusive 1
by Alex Wawro [11.18.14]
Gamasutra speaks with Disruptor Beam about the effect a popular license has had on its Game of Thrones F2P game, and how people play the game differently on Facebook, iOS...and Kongregate.
Business/Marketing, Social/Online, Smartphone/Tablet, Exclusive

Why you should care about the package name validity of your Unity project 3
by Gamasutra Community [11.20.14]
A quick guide on avoiding an annoying mistake: "This misery only happened to me because I was dumb. But it would have helped if Unity had thrown a warning."
Programming, Console/PC, Indie, Smartphone/Tablet

Mobile game maps: Which format is right for you?  
by Gamasutra Community [11.20.14]
It's the most prevalent way to show progression in mobile puzzle games -- but what considerations go into selecting which kind of map design works best for your game?
Design, Art, Smartphone/Tablet

Retargeting Facebook ads: A guide for indie devs  
by Gamasutra Community [11.20.14]
"If you don't know what retargeting is, it's sending ads to people who've already visited your website.The benefit of retargeting, is that you're targeting someone who's already familiar with you."
Business/Marketing, Console/PC, Indie, 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 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

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 Client/Vendor Relationship Laying a Solid Foundation with True Collaboration  
by Derek Smith [11.20.14]
The relationship between client and vendor can be tricky to get right. In this article I would like to focus on what I consider to be one of the most important aspects to making a successful partnership, something I call True Collaboration.
Business/Marketing, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Choosing the perfect keywords for your iOS app  
by Simon Hill [11.20.14]
Its time to generate a list of keywords that will help potential customers to find your iOS app. This article will show you how to boost your chances of choosing the right keywords for maximum App store success.
Business/Marketing, Production, Smartphone/Tablet

Mobile game maps: which format is right for you  
by Junxue Li [11.19.14]
Our team has created map art for some match-3,and bubble shooting games. I have a few points about the map planning, and art creation to share. I think they might be useful to people who need these types of maps in their games, and artists who create the
Production, Art, Social/Online, Smartphone/Tablet

Why you should care about the package name validity of your Unity project 3
by Laurent Victorino [11.19.14]
As a C/C++/C# game developer I chose to make games with Unity because I didn't want to learn Java or Objective-C to publish on Android or iOS. However here is why I should have cared more about Java even using Unity...
Programming, Indie, Smartphone/Tablet

Player Support - A Game Changer in the Games Industry  
by Stefan Abadzhiev [11.18.14]
It is well documented that the games industry is experiencing unprecedented growth. Indeed, with Forbes magazine predicting that the sector will grow to $82 billion by 2017, it is growing faster and becoming more competitive than ever before.
Business/Marketing, Production, Console/PC, Serious, Social/Online, Smartphone/Tablet


Churchill Navigation — Boulder, Colorado, United States
[11.20.14]
3D Application Engineer
Create products for a small,profitable company that specializes in real-time simulation environment utilizing augmented reality, 3D mapping and full-motion video

InnoGames GmbH — Hamburg, Germany
[11.20.14]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

PlayRaven — Helsinki, Finland
[11.20.14]
VP Marketing & BizDev


Gameloft New Orleans — New Orleans, Louisiana, United States
[11.19.14]
Game Economy Designer


Gameloft New Orleans — New Orleans, Louisiana, United States
[11.19.14]
Lead Programmer


Gameloft New Orleans — New Orleans, Louisiana, United States
[11.19.14]
Producer


DeNA — San Francisco, California, United States
[11.19.14]
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
[11.19.14]
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.

Gameloft — Seattle, Washington, United States
[11.19.14]
Game Economy Designer
Mobile games dominator Gameloft, worldwide publisher of mobile and social games,is looking for a Game Economy Designer to start a new studio in Seattle.

Bigpoint GmbH — -, Japan
[11.19.14]
Country Manager-Japan
Country Manager-Japan (m/f)