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July 7, 2015
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July 7, 2015
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Blizzard is suing a studio that's suing a studio -- again 3
by Alex Wawro [07.07.15]
The clone wars continue, as Blizzard is once again suing a Chinese mobile game company for copyright infringement even as that studio is itself suing another studio...for copyright infringement.
Business/Marketing, Console/PC, Smartphone/Tablet

Programming 'promises' for game development 5
by Gamasutra Community [07.07.15]
"Promises are a design pattern to structure asynchronous code and smooth over the complexities of running sequences of (dependent) asynchronous operations."
Programming, Console/PC, Indie, Smartphone/Tablet

Next-gen cel shading in Unity 5 10
by Gamasutra Community [07.06.15]
"With the arrival of Unity 5, itís never been so easy to get high quality visuals in our game. In a small amount of time we Ďhackedí the new Unity Deferred pipeline to completely change our visual style."
Programming, Art, Console/PC, Indie, Smartphone/Tablet

Using guinea pig games to size up Apple's new App Analytics  
by Gamasutra Community [07.06.15]
"With regard to our little guinea pig experiment, itís safe to say that Appleís new App Analytics provide valuable information that no other tool can provide."
Business/Marketing, Smartphone/Tablet

Blog: Mobile free-to-play games are not evil 131
by Gamasutra Community [07.03.15]
"Itís very common to hear from developers how evil, hurtful or abusive mobile games are. I donít think most of the comments reflect the reality."
Business/Marketing, Smartphone/Tablet

Designing You Must Build A Boat amid the rising tide of game releases Exclusive 2
by Alex Wawro [07.02.15]
Indie dev Luca Redwood opens up about his experience trying to follow up his hit mobile game 10000000 with You Must Build A Boat amid a rising tide of game releases that make discoverability tough.
Business/Marketing, Design, Production, Art, Indie, Smartphone/Tablet, Exclusive

Surrendering control and trusting in players with Her Story Exclusive 2
by Phill Cameron [07.01.15]
For Her Story developer Sam Barlow, surrendering his story to players was a mental hurdle he had to overcome as a writer. But it seems to have paid off.
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet, Exclusive, Video

Nintendo CEO talks NX, mobile games 5
by Christian Nutt [07.02.15]
Nintendo published the Q&A session from its its latest shareholders' meeting -- and having taken place after E3, where little new information was announced, it's interesting as a glimpse of its future.
Business/Marketing, Console/PC, Smartphone/Tablet

Best of 2014: Gamasutra's Top Games of the Year 10
by Christian Nutt, Brandon Sheffield, Kris Graft, Alex Wawro, Leigh Alexander, Phill Cameron [12.22.14]
Making a definitive "best of" is impossible, thanks to the diversity of games out there. But Gamasutra's small staff, naturally, played a whole lot of games this year, and we all have strong opinions about the ones we loved.
Design, Console/PC, Smartphone/Tablet, Mobile Games

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 24
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) 110
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

How Can You Tell If Youíre About To Be Laid Off?  
by Floyd Bishop [07.07.15]
How can you tell if you are about to get laid off? Sometimes you can't, but this handy guide outlines some of the key signs that the worst is about to happen.
Production, Console/PC, Smartphone/Tablet

SFX = Super Fun in the Xtreme  
by James Bordner [07.07.15]
Integrating sound effects into music tracks is fun and helps create deep atmosphere. Doing it in a musical way is the key. Here are some basic ideas for organizing chaotic noise.
Audio, Console/PC, Indie, Smartphone/Tablet

Making a Flight Simulator?  
by Asar Dhandala [07.07.15]
Here are eight qualities that you should always consider when planning to make a flight simulator game.
Production, Smartphone/Tablet

Debating Free to Play Game Design Ethics  
by Josh Bycer [07.07.15]
This post is a response to the post about F2P Game design and whether or not its evil. I'm taking a look at both sides of this discussion and while it's not evil, there are some troubling elements.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

A healthy virus is spreading in Sweden  
by Samuel Rantaeskola [07.07.15]
A game called Turf is becoming increasingly popular in Sweden, it is simple in it's mechanics but yet so addictive. Exersice comes as added bonus from playing.
Design, Smartphone/Tablet

Nix Hydra — Los Angeles, California, United States
Creative Director

Nix Hydra — Los Angeles, California, United States
UI/UX Artist

Gumi Germany GmbH — Berlin, Germany
Development Manager

Gumi Germany GmbH — Berlin, Germany
Creative Producer

Miniclip — Lisbon, Portugal
Software Developer

Vicarious Visions / Activision — Albany, New York, United States
VV-Network Engineer
See job description.

Vicarious Visions / Activision — Albany, New York, United States
VV-Tools Engineer
See job description.

Boss Fight Entertainment, Inc. — McKinney, Texas, United States
Art Director

PikPok — Wellington, New Zealand
Senior Programmer

Galxyz Studios — Mountain View, California, United States
Sr. Game Developer
Senior Unity 3D programmer to help build an intergalactic science adventure!!