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January 27, 2015
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January 27, 2015
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Making mobile games in the era of the the 30-second hook  
by Gamasutra Community [01.27.15]
"We discovered is that the first 30 seconds are the most crucial. That became our most pressing concern -- how could we banish these preconceptions that our game was more than just a small experience on repeat?"
Design, Indie, Smartphone/Tablet

Looking back, looking forward with devs of the Independent Games Festival  
by Morgan Ramsay [01.26.15]
Past Independent Games Festival finalists and winners revisit their time in the IGF, and reflect on where they are now.
Console/PC, Indie, Smartphone/Tablet

Unity error fix: Timestamps and assets maps out of sync 18
by Gamasutra Community [01.26.15]
One developer encounters a devastating Unity error: "My work of about three weeks was gone. I couldn’t see anything, I couldn’t do anything at all." Here's how to work around it.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: My game's done. Now comes the stress of a one-man PR effort 16
by Gamasutra Community [01.23.15]
"The important thing to keep in mind: don't read too much of the feedback. The negative reactions (and they are always amongst the first) are not helpful in keeping enthusiastic and telling the world about your game."
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

The rough road of taking HyperBowl from arcade attraction to mobile game  
by Gamasutra Community [01.23.15]
A 2001 arcade attraction game becomes a modern mobile title -- a fascinating story that includes crashed PCs, difficult data exports, and a move to Unity.
Business/Marketing, Programming, Production, Indie, Smartphone/Tablet

Perforce integrates P4D with Unity thanks to new open-source tool  
by Christian Nutt [01.27.15]
The popular version control package is now on the Unity store with a new, free, open-source integration tool.
Programming, Console/PC, Indie, Smartphone/Tablet

Different testing approaches for mobile games  
by Gamasutra Community [01.27.15]
An overview of what you need to know about testing your mobile game -- "a look at different mobile game testing approaches, as well as infrastructural and architectural aspects of mobile game testing."
Production, Smartphone/Tablet

Learn to write better sex, liars and mobile games at GDC 2015  
by Staff [01.27.15]
How to write better sex, liars and mobile games: GDC officials highlight a handful of great narrative-focused GDC 2015 talks.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC

Best of 2014: Gamasutra's Top Games of the Year 9
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 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) 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

New music licensing developments on and YouTube  
by Zachary Strebeck [01.27.15]
Game lawyer Zachary Strebeck takes a look at efforts by and YouTube in legitimizing music licensing for content creators. Check out the info on the two systems.
Audio, Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Creating an eSport Is Not Easy  
by Rich Melcombe [01.27.15]
What's been the process creating Grudge Match Sports?
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Global Game Jam 2015 - Shape Up!  
by Lukas Roper [01.27.15]
A blog post dealing my team's entry for the 2015 Global Game Jam called Shape Up.
Business/Marketing, Programming, Production, Indie, Smartphone/Tablet

Evolution of mobile marketing  
by Mike Hergaarden [01.27.15]
Mike Hergaarden, founder of M2H talks about cross-promotion of mobile and web games and why he feels it is the best way to market mobile games in the current 'full-to bursting' landscape for indie mobile developers with limited resources.
Business/Marketing, Production, Indie, Social/Online, Smartphone/Tablet

Knock Knock On GameDev Gate  
by Mamdouh Tarabishi [01.27.15]
Introduction to the Game Development. Compare couple of Game Engines to give you heads-up where to start. Resources to start making your first game! This article summarize my talk at "Microsoft Developers UAE Meetup #1"(3d Session "Game Development")
Design, Programming, Console/PC, Indie, Smartphone/Tablet

Disruptor Beam, Inc. — Framingham, Massachusetts, United States
Game Design Director

Disruptor Beam, Inc. — Framingham, Massachusetts, United States
Lead 3D Artist

Wandake Studios — Palo Alto, California, United States
Senior Unity Gameplay Engineer

Wandake Studios — Palo Alto, California, United States
Senior Systems Designer

Nway — San Francisco or Shanghai, California, United States
Sr. Game Server Engineer

Gameloft — New York, New York, United States
Technical Director

Glass Egg — Ho Chi Minh, Vietnam
3D Art Director
3D Art Director job at AAA studio in Ho Chi Minh, Vietnam.

DoubleDown Interactive — Seattle, Washington, United States
Mobile Game Developer
Mobile Game Developer

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

PerBlue — Madison, Wisconsin, United States
UI Artist