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April 16, 2014
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April 16, 2014
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Q&A: Canabalt creator rides the wave of indie publishing, collaboration Exclusive 1
by Mike Rose [04.16.14]
Adam Saltsman has always been a man of many hats, but with his latest venture Finji, an indie game publisher-cum-collaborator, he's now essentially evolved into a human hat stand.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet, Exclusive

Candy Crush Saga coming to China via online giant Tencent  
by Christian Nutt [04.16.14]
One of the biggest mobile games partners exclusively with China's biggest distributor for an upcoming Chinese-language launch.
Business/Marketing, Smartphone/Tablet

In-app purchases really are most effective for mobile game monetization 14
by Christian Nutt [04.15.14]
In-app purchases handily beat every other form of monetization for effectiveness and popularity both, according to new data released in a report by VentureBeat Intel based on a survey of 176 developers.
Business/Marketing, Smartphone/Tablet

But is it hot? Design challenges for sex in games Exclusive 28
by Leigh Alexander [04.14.14]
A panel at Different Games convened designers working on expressing intimacy, sexuality and diversity in games to talk about ways to confront common design challenges, and evolve the role sex plays in games.
Design, Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Postmortem: Touchscreen ninja action game Shadow Blade 6
by Gamasutra Community [04.14.14]
"The main design goal for Shadow Blade was to create a platformer for mobile devices that would embrace touch controls as much as possible."
Business/Marketing, Design, Programming, Production, Art, Indie, Smartphone/Tablet

Blog: Crunch - It's all your fault 19
by Gamasutra Community [04.14.14]
Crunch is less a word and more of an institution. We crunch because it is the personification of what we've been told our entire lives; if we work hard enough, anything is possible.
Business/Marketing, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Severed is the next game from DrinkBox Studios 2
by Mike Rose [04.14.14]
DrinkBox Studios, the Canadian developer best known for Guacamelee! and Tales from Space: Mutant Blobs Attack, announced its latest project over the weekend.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet, Video

NEA awards grants to Games for Change and other game-related nonprofits  
by Alex Wawro [04.16.14]
A number of game industry organizations will be receiving financial grants from the National Endowment for the Arts this spring, including Games for Change and a number of educational programs.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet


What's next for Puzzle & Dragons and GungHo? 13
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) 90
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

A New Pokémon for a New Era 9
by Christian Nutt [09.19.13]
Pokémon X and Y launches next month, and Gamasutra speaks to director Junichi Masuda about the encroachment of smartphones, changing player habits, and staying inspired 18 years on.
Design, Interview, Console/PC, Smartphone/Tablet

A Conversation with Oculus VR Founder Palmer Luckey 9
by Christian Nutt [09.03.13]
Following from his GDC Europe talk, Palmer Luckey explains what it takes to make a game look and feel right in VR -- and explains that he has some tricks up his sleeve to make sure his headset beats any potential competition.
Business/Marketing, Console/PC, Smartphone/Tablet


Let there be shadow!  
by Joey Fladderak [04.16.14]
In this post I will explain how you can get shadows in your own custom vertex/fragment shader in Unity3D.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Why you need a copyright registration before you do a DMCA takedown  
by Zachary Strebeck [04.16.14]
California copyright lawyer Zachary Strebeck examines the reasons for registering a copyright and why it may be necessary if you plan to file a DMCA takedown notice.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

We Ask Indies: Diego Cathalifaud, creator of roguelikes Amber Halls and Power Grounds!  
by Nico Saraintaris [04.16.14]
Diego Cathalifaud is a really interesting gamedev from Santiago, Chile. In this Q&A he talks about roguelikes, game design, favourite devs and yelling!
Design, Production, Indie, Smartphone/Tablet

I Went to the Woods: Tracy Fullerton  
by Daniel Shumway [04.16.14]
Tracy Fullerton attends RIT's Digital Humanities Distinguished Speaker Series and reflects on her experiences using atypical narrative to drive games towards a sense of "sublime."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

How to impact in Lifetime value (LTV) in F2P game monetization design?  
by Pete Koistila [04.15.14]
In order to create economically successful game your Lifetime value (LTV) needs to be greater than Cost per acquisition (CPA). What factors affect to this success formula (LTV > CPA)? What is the relationship between LTV and players’ lifecycle?
Business/Marketing, Design, Production, Social/Online, Smartphone/Tablet


Linden Lab — San Francisco, California, United States
[04.16.14]
Sr. Front-end Web Developer
Create performance-optimized, highly interactive web interfaces.

Linden Lab — San Francisco, California, United States
[04.16.14]
Sr. Software Engineer, Back-end
Be the go-to person for the Python backend of our iOS app, Blocksworld!

Linden Lab — San Francisco, California, United States
[04.16.14]
Lead Engineer
Lead Engineer needed to lead a group of Engineers working on our iOS game, Blocksworld!

Muti Labs — Santa Monica, California, United States
[04.16.14]
Senior Game Engineer


Gameloft — New Orleans, Louisiana, United States
[04.16.14]
R&D Game Designer


SOAR Inc. — Mountain View, California, United States
[04.16.14]
Game Designer/Narrative Writer
The MiniGame Designer/Narrative Writer will take ownership of designing a series of narrative-themed simulations and minigames for a cutting-edge games & learning product

Big Fish Games — Seattle, Washington, United States
[04.14.14]
Senior Game Developer


Big Fish Games — Seattle, Washington, United States
[04.14.14]
Game Server Engineer


Big Fish Games — Seattle, Washington, United States
[04.14.14]
Game Engineer


InnoGames GmbH — Hamburg, Germany
[04.14.14]
Flash Developer (m/f)
Flash Developer (m/f)