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September 15, 2014
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September 15, 2014
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When Shining Force meets Cannon Fodder: The design of Squids  
by Gamasutra Community [09.15.14]
Emeric Thoa, creative director at The Game Bakers, explains the design decisions behind turned-based tactical RPG, Squids.
Design, Console/PC, Indie, Smartphone/Tablet

'What value do you see in game jams? What have you learned?' 2
by Christian Nutt [09.12.14]
They're increasingly popular and seemingly going on all the time. What value do they hold for game developers? We asked our readers.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

RPG design: Alternatives to magic points 65
by Gamasutra Community [09.11.14]
"I find many implementations pretty tedious (buying/using MP restorative items constantly, or saving all magic for the boss), but preferences aside, it's just plain boring when so many games do the same thing."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Report: Microsoft buying Mojang -- for more than $2 billion 46
by Christian Nutt [09.09.14]
The Wall Street Journal and Bloomberg say that the Washington-based tech giant has the massively successful Swedish indie in its sights.
Business/Marketing, Console/PC, Smartphone/Tablet

Video: Designing Monument Valley to be an experience, not a game 2
by Staff [09.10.14]
Speaking at GDC Europe 2014, Monument Valley lead designer Ken Wong talks about how being embedded in a UX studio led ustwo games to create a puzzle game that looks like a series of M.C. Escher paintings.
Design, Production, Art, Smartphone/Tablet, Video

The challenges of converting a mobile platformer into a good PC game 7
by Gamasutra Community [09.10.14]
"This journey of converting Shadow Blade from a good mobile game to a respectable PC title has proved to be quite challenging... We are definitely learning a lot in this process and it is quite tough and fun."
Design, Programming, Production, Console/PC, Smartphone/Tablet

Apple's new iPhone 6 devices may have a big impact on games 9
by Alex Wawro [09.09.14]
Apple revealed its next generation of iPhone devices today, and the sizes of the new smartphones -- as well as what's inside them -- have some interesting implications for iOS game makers.
Business/Marketing, Smartphone/Tablet

GameStop makes another move into the mobile market  
by Christian Nutt [09.09.14]
GameStop locations across the country will begin carrying the cellular chain's products in new partnership, as GameStop continues to look to drive mobile sales.
Business/Marketing, Console/PC, 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


20 Fun Grid Facts (Hex Grids) 3
by Herman Tulleken [09.12.14]
In this post we share some of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games.
Design, Programming, Art, Console/PC, Indie, Smartphone/Tablet

2D games: Shoot photos to make better & cheaper art (Part 2)  
by Junxue Li [09.12.14]
This series of posts are about shooting good pictures for 2D game art production. This post is Part 2.
Design, Production, Art, Social/Online, Smartphone/Tablet

Are gaming execs missing out on the digital marketing revolution?  
by Justin Kloc [09.11.14]
How has the gaming industry has been affected by the revolution of digital marketing, and what's still to come?
Business/Marketing, Console/PC, Smartphone/Tablet

Exploring an Artist's Journey from Film to Mobile  
by Vincent Toscano [09.11.14]
Starting in the film industry at Lucas Film and now overseeing 3D art for GREE’s broad portfolio of titles – Vincent is passionate about bringing his film expertise into mobile games and is here to discuss tips & challenges people face when transitioning.
Design, Art, Smartphone/Tablet

Can you use another game’s trademarked name to describe your own? 2
by Zachary Strebeck [09.11.14]
California game lawyer Zachary Strebeck looks at how someone might be liable for trademark infringement if they use another company’s mark when advertising their game project, as well as an affirmative defense to this infringement.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Insomniac Games — Burbank, California, United States
[09.12.14]
Gameplay Programmer - Mobile
Gameplay Programmer for our mobile group!

Machine Zone — Palo Alto, California, United States
[09.12.14]
Project Manager
We are seeking a positive, analytical, technically oriented Project Manager (PM) to join our team. The PM at Machine Zone will lead cross-functional development teams to execute against our product portfolio. An PM's main responsibility is to own the scheduling, monitoring, tracking and execution against our tight milestones and project deadlines. Qualified candidates will be self-starters, able to multi-task, be dependable, and have concise execution during times of high stress.

GREE International — Vancouver, British Columbia, Canada
[09.12.14]
Senior Game Designer
Senior Game Designer

Bally Technologies — Las Vegas, Nevada, United States
[09.12.14]
Software Engineer III


Idol Minds — Louisville, Colorado, United States
[09.12.14]
Senior / Lead Programmer


Kabam — Beijing, China
[09.12.14]
Lead 3d Artist
Lead 3d Artist for a next-gen AAA mobile RPG

Sparx — Exeter, England, United Kingdom
[09.12.14]
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
[09.11.14]
Game Programming Intern


Heavy Iron Studios, Inc. — Los Angeles, California, United States
[09.11.14]
Gameplay and Engine Programmer


Vicarious Visions / Activision — Albany, New York, United States
[09.11.14]
Character Artist-Vicarious Visions
See job description.