Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 2, 2014
arrowPress Releases
September 2, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Former Rovio, Remedy veterans form new 'mid-core' mobile studio  
by Mike Rose [09.01.14]
A team of former mobile game industry veterans has banded together to build free-to-play "modern mobile games" in Helsinki, Finland.
Business/Marketing, Smartphone/Tablet

Video: #1ReasonToBe inspires European devs at GDC Europe 2014  
by Staff [08.29.14]
GDC Europe 2014 saw the triumphant European debut of one of the most popular GDC sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC Europe, Video

When Company of Heroes vets build the next Age of Empires... 6
by Mike Rose [08.28.14]
When Smoking Gun Interactive was offered the chance to pitch a mobile Age of Empires to Microsoft, the studio didn't need to be asked twice.
Business/Marketing, Console/PC, Smartphone/Tablet

How I teach game design: Games and rules 3
by Gamasutra Community [08.29.14]
NYU's Eric Zimmerman: A rules-centric approach is a very dry and restrictive way of looking at game design. Itís a formal approach to game design (more on that below). But itís often incredibly useful."
Design, Console/PC, Indie, Smartphone/Tablet

'Gamers' don't have to be your audience. 'Gamers' are over. Exclusive 202
by Leigh Alexander [08.28.14]
'Game culture' as we know it is kind of embarrassing -- itís not even culture. Itís buying things, spackling over memes and in-jokes repeatedly, and itís getting mad on the internet.
Business/Marketing, Design, Programming, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Rovio CEO Mikael Hed stepping down after 5 years  
by Mike Rose [08.29.14]
After more than five years at the helm, Rovio founder Mikael Hed is stepping down from his CEO position, and will instead oversee animation and movie operations at the company.
Business/Marketing, Smartphone/Tablet

GDC Next adds fresh talks on F2P design and app store conquest 1
by GDC Staff [08.28.14]
The cofounder of YetiZen shares secret strategies for gaming the app stores and Ethan Levy offers tips on designing ethical, successful free-to-play games at GDC Next 2014 featuring ADC.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

Integrating Google analytics in a Cocos2d-x game 1
by Gamasutra Community [09.01.14]
"Without this information it is like flying a plane in the blind and depending on your luck. Even if we end up creating a reasonable game, competition against big companies is unsustainable. But we can try. Let's try."
Programming, 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 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


Level design "dramas", or: "what does Super Mario Bros. 3 level 4-6 have in common with and Half Life 2 episode 2?"  
by Hamish Todd [09.01.14]
Memorable experiences are not just about "good things happenning" and "bad things happenning"; they are about complex feelings, "dramas". Dramas are what this article will look at: one from Super Mario Bros. 3, and one from Half Life 2 Episode 2.
Design, Production, Console/PC, Serious, Indie, Smartphone/Tablet

The Other Reason to Avoid F2P  
by Mickey Blumental [09.01.14]
The free to play business model compromises the design integrity of the game in order to make the game more commercially viable. With our latest game, Betty Boop Bop, we learnt that is not always the case.
Business/Marketing, Design, Indie, Social/Online, Smartphone/Tablet

Acceptance Criteria as Requirements and Tests  
by Johan Hoberg [09.01.14]
Requirements can be very problematic. Either they are too detailed, and cost a fortune to create and maintain, or they are vague, which causes confusion. One potential solution explored here is to use acceptance criteria as both requirements and tests.
Programming, Console/PC, Social/Online, Smartphone/Tablet

Native game on Android Ė Porting Quest of Dungeons  
by David Amador [08.30.14]
Quest of Dungeons was made in C++ and OpenGL, it runs on Windows, Mac and Linux in native code. I never made anything for Android, in fact I never even used one before this, so when I decided to port QoD to it, I had no idea of what to expect.
Programming, Indie, Smartphone/Tablet

Managing a Crowd-funded Budget  
by Ulyana Chernyak [08.28.14]
Crowd-funding has led to many developers and first timers managing their own budget. But making use of crowd-funding to fund a studio can be tricky and today's post examines the costs that must be considered.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet


Vicarious Visions / Activision — Albany, New York, United States
[09.02.14]
VFX Artist-Vicarious Visions
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[09.02.14]
Animator-Temporary-Vicarious Visions
See job description.

InnoGames GmbH — Hamburg, Germany
[09.01.14]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

Insomniac Games — Burbank, California, United States
[08.29.14]
Gameplay Programmer - Mobile
Gameplay Programmer for our mobile group!

Glu Mobile — Bellevue, Washington, United States
[08.29.14]
Lead Engineer
Lead Engineer

Machine Zone — Palo Alto, California, United States
[08.29.14]
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.

WB Games — San Francisco, California, United States
[08.29.14]
Development Operations Engineer


GREE International — Vancouver, British Columbia, Canada
[08.29.14]
Senior Game Designer
Senior Game Designer

WB Games — San Francisco, California, United States
[08.29.14]
Software Engineer


Idol Minds — Louisville, Colorado, United States
[08.29.14]
Senior / Lead Programmer