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October 31, 2014
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October 31, 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 they’ve done well and what they haven’t, 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

Developers, get ready: GDC Next kicks off on Monday  
by Staff [10.30.14]
GDC Next 2014 featuring ADC descends upon the Los Angeles Convention Center next Monday. Here's what you need to know about where to go and what to see while you're there.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video: Mastering the art of killing your games 5
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

Blog: Making games is hard 1
by Gamasutra Community [10.31.14]
On difficult decisions, and not being able to see the light at the end of the tunnel. "It feels like the number one enemy in any act of creation is time; there’s never enough of it."
Production, Indie, Smartphone/Tablet

Just a level solver: Why my puzzle game took over a year to complete 2
by Gamasutra Community [10.30.14]
"I was stumped. Out of optimization ideas, I considered giving up. Maybe I could just put in the best solutions I found on my own and make it a competition for my players to beat those scores?"
Design, Programming, Indie, Smartphone/Tablet

Two Finnish studios band together: Next Games acquires Helsinki GameWorks  
by Christian Nutt [10.30.14]
Two startups with veterans from notable developers like Rovio, Supercell, and Remedy have joined up. Next Games is currently working on a Walking Dead mobile game.
Business/Marketing, Smartphone/Tablet

Final Fantasy creator's F2P game hits 1M downloads in 3 weeks 1
by Alex Wawro [10.30.14]
Terra Battle, the debut free-to-play mobile game from Final Fantasy creator Hironobu Sakaguchi's Mistwalker studio, has been downloaded more than a million times worldwide in the three weeks since its October 9th launch.
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 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


GDC Next - our lecture recommendations for press.  
by Simon Carless [10.30.14]
Ahead of our GDC Next show in Los Angeles next week, our press liaison firm FortySeven Communications has again worked with us to put together a list of some of the most interesting lectures at the show.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Breasts? No thank you! 3
by Michelle Martin [10.30.14]
Maybe I should have just made a game about candy pieces. It would have been a lot easier. Calling my shiny, colorful puzzle game ‘Boob Rescue’ certainly made things a lot harder than they needed to be.
Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet, Mobile Games

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


Next Games — Helsinki, Finland
[10.31.14]
Senior Level Designer


Vicarious Visions / Activision — Albany, New York, United States
[10.31.14]
VFX Artist-Vicarious Visions
See job description.

Magic Leap, Inc. — Wellington, New Zealand
[10.30.14]
Level Designer


Amazon — Seattle, Washington, United States
[10.30.14]
Sr. Software Development Engineer - Game Publishing


Magic Leap, Inc. — Wellington, New Zealand
[10.30.14]
Lead Game Designer


Sega Networks Inc. — San Francisco, California, United States
[10.30.14]
Mobile Game Engineer


Gameloft New Orleans — New Orleans, Louisiana, United States
[10.30.14]
Lead Programmer


Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[10.30.14]
Lead System Designer


Churchill Navigation — Boulder, Colorado, United States
[10.30.14]
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

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