Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 4, 2016
arrowPress Releases
May 4, 2016
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:


The best game music production tips from GDC 2016  
by Gamasutra Community [05.04.16]
"In this blog, I want to share some info that I thought was really interesting: Composer Laura Karpman's talk about 'Composing Virtually, Sounding Real' and audio director Garry Taylor's talk on 'Audio Mastering for Interactive Entertainment.'"
Console/PC, Indie, Smartphone/Tablet

Nintendo's president gets grilled on its mobile business, NX plans 1
by Christian Nutt [05.02.16]
President Tatsumi Kimishima goes up in front of his company's investors -- and despite their best efforts, remains cagey about the company's future, even in the near-term.
Business/Marketing, Console/PC, Smartphone/Tablet

Get a job: Be a Creative Director at Nix Hydra  
by Staff [05.04.16]
The studio responsible for Egg Baby is looking to hire an experienced game designer to take a lead role on the creative team in Nix Hydra's Los Angeles, CA studio.
Design, Smartphone/Tablet, Recruitment

Zynga's latest results: Steady as she goes, under new CEO Gibeau  
by Christian Nutt [05.04.16]
Zygna's new CEO presides over improved numbers in his first quarter at the tiller, as the company aims to get itself repositioned as a reliable mobile game operator.
Business/Marketing, Smartphone/Tablet

Want to know how mobile games stack up? Nielsen has launched a new service  
by Christian Nutt [05.03.16]
The mobile market is incredibly competitive -- and getting a leg up on the competition isn't easy. This might help.
Business/Marketing, Smartphone/Tablet

The Chinese mobile game market is shifting toward core titles  
by Christian Nutt [05.02.16]
The most popular games are still casual, but a flood of RPGs is crashing into the space, and it's going to change the lay of the land.
Business/Marketing, Smartphone/Tablet

Blog: Consequences in games 6
by Gamasutra Community [05.02.16]
"Consequences are a form of constraints, and contemporary players do not like constraints. They want to do whatever they want to do, as though they were on a playground or playing with toys."
Design, Console/PC, Smartphone/Tablet

How Apple TV forced us to rethink mobile UX 1
by Gamasutra Community [05.02.16]
"I agree with Tim Cook’s notion that the future of the TV is apps. But an app is just a bundle of code. What makes a great app is the experience it offers to its specific user."
Design, Smartphone/Tablet



The Best Mobile Apps & Games Made in Dallas  
by Nolan Clemmons [05.02.16]
Mobile Games Entrepreneur and Founder of Wufasta, Nolan Clemmons, reports on the mobile games and applications to come from his hometown, Dallas, Texas. Note: This post was originally published on LinkedIn and republished on LaunchDFW
Business/Marketing, Production, Indie, Smartphone/Tablet

Why we appreciate QR-codes in mobile game marketing  
by Tuomo Eskola [05.02.16]
Some people think that QR-codes are dead. We don't. Actually we find them very useful in mobile game marketing, read this post to find out why.
Business/Marketing, Indie, Smartphone/Tablet

Video in Video Games: The Past, Present, and Future of FMV 6
by Ethan Thibault [05.02.16]
Full-Motion Video (alternatively referenced as "Live Action") has been a part of video games for a long time, with a bizarre history. I aim to analyze and categorize its usage in games, and offer some creative possibilities for the future.
Design, Console/PC, Serious, Indie, Smartphone/Tablet, VR

Measuring a Competitor's Audience: Vainglory & Paragon  
by Jake Parmley [05.02.16]
Red Fox Insights is exploring the MOBA genre - finding which games resonate strongest with which audiences. We began with Epic Games’ MOBA Paragon and the mobile MOBA, Vainglory.
Business/Marketing, Production, Console/PC, Serious, Smartphone/Tablet

Important Tips for Effective Tutorial Game Design  
by Josh Bycer [05.02.16]
Today's post looks at the elements that make up good tutorial design, and should be included in any complicated video game.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR


Disruptor Beam — Framingham, Massachusetts, United States
[05.04.16]
Cinematic Artist


Wargaming America, Inc. — Emeryville, California, United States
[05.04.16]
Senior Monetization Specialist
The Senior Monetization Specialist will create and execute live events for all Wargaming titles.

Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
[05.04.16]
Senior Software Engineer


SYBO Games — Copenhagen, Denmark
[05.04.16]
Game Play Engineer


SYBO Games — Copenhagen, Denmark
[05.04.16]
Senior F2P Game Designer


Vicarious Visions / Activision — Albany, New York, United States
[05.04.16]
Art Director - Vicarious Visions
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[05.04.16]
Character Artist-Temporary
See job description.

Nix Hydra — Los Angeles, California, United States
[05.03.16]
Creative Director/Lead Game Designer


Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
[05.03.16]
UI/UX Artist


The Walt Disney Company — Palo Alto, California, United States
[05.02.16]
Lead SWE Graphics/Rendering