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The 'new-platform' model - an alternate path for indies  
by Brandon Sheffield [10.20.14]
Spry Fox's entire model is built upon investing in new marketplaces, and Road Not Taken would be the first big console push for the company. That meant the game would be a big departure for the company, in multiple ways.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet, GDC China

When quality comes before making money: Developing Monument Valley 3
by Brandon Sheffield [10.19.14]
Monument Valleycreator UsTwo is primarily a UI and design firm, working for clients. They don't usually make games. But Monument Valley, the company's third game, sold over 1 million copies.
Design, Smartphone/Tablet, GDC, GDC China, Video

The most important trait for a game designer is empathy 12
by Gamasutra Community [10.20.14]
"If you donít know how people work, you canít make stuff for people to interact with. The most talented and technical designer that lacks empathy will make something that only he/she can enjoy."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

GDC Next speakers share their 'hidden gem' game recommendations  
by Staff [10.20.14]
In the spirit of boosting discoverability for games of all stripes, here are just a few of the "hidden gem" titles that GDC Next featuring ADC speakers suggest you check out.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Randomness and game design 51
by Gamasutra Community [10.17.14]
On not introducing randomness into your game's design: "I believe the current assumptions with regard to randomness in strategy games are largely wrong."
Design, Console/PC, Indie, Smartphone/Tablet

Why anything but games matters 19
by Gamasutra Community [10.20.14]
"A couple months ago, I was talking to a friend in technology media. 'Sometimes I wonder why Iím in tech,' he started saying. He paused for a beat. 'Then I think, at least Iím not in games.'"
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Indie game analytics 101: Intro to terms 1
by Gamasutra Community [10.17.14]
"Game analytics are vital on both a business and creative perspective. Iíll cover the top 5 most important terms and offer insights to allow future conversations or research."
Business/Marketing, Indie, Smartphone/Tablet

The charming heart of darkness: Former Spec Ops team's Curious Expedition 3
by Leigh Alexander [10.17.14]
Former Spec Ops: The Line developers are building a charming roguelike hybrid about the great explorers of the 19th century -- and building an indie game is a new adventure for this former AAA team, too.
Design, Programming, Art, Console/PC, 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 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) 106
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


GamerGate Moderates: Addressing the Reasonable Grievances  
by Peter Randol [10.20.14]
A look at how the grievances of GamerGate can be addressed. This is not an approval of the movement but what "moderate GamerGaters" often say as the main purpose for their movement.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Is it really a bad game? A thought on game polishing! 2
by Eric Reis [10.20.14]
It is common to see around that "polishing won't make a bad game good". But I found this very misleading, as it implies that you should save your efforts. But what if a good game feels bad due to lack of polishing?
Design, Programming, Indie, Smartphone/Tablet

Developer threatens legal action against allegedly ďclonedĒ Kickstarter game 2
by Zachary Strebeck [10.20.14]
Game attorney Zachary Strebeck looks at the threat of legal action by Indie Boards & Cards against a recently-funded Kickstarter project, Moriartyís Machinations. Is it really a clone, or do the threats have no basis in the law?
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Alternative Sales Strategies for Digital Stores -- Coupons  
by Ulyana Chernyak [10.20.14]
The use of digital distribution has made it easier to use a variety of sales tactics and this series looks at some of the new ones developers have access to. Starting with the simple use of coupons.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Why Gamers Love to Play Alone...Together  
by Nick Halme [10.16.14]
Taking a look at the different sort of multiplayer experience Fuel introduces to mobile games, and some of the precedents set by "traditional" gaming which we can apply to mobile with this new environment in mind.
Design, Smartphone/Tablet


Vicarious Visions / Activision — Albany, New York, United States
[10.21.14]
Art Director - Vicarious Visions
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[10.21.14]
Cinematic Animator-Temporary-Vicarious Visions
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[10.21.14]
Character Artist-Vicarious Visions
See job description.

Rumble Entertainment, Inc. — San Mateo, California, United States
[10.20.14]
Lead Designer/Creative Director


Rumble Entertainment, Inc. — San Mateo, California, United States
[10.20.14]
Senior Game Engineer


Filament Games LLC — Madison, Wisconsin, United States
[10.20.14]
Web & Interaction Designer


Filament Games LLC — Madison, Wisconsin, United States
[10.20.14]
Quality Assurance Associate


Filament Games LLC — Madison, Wisconsin, United States
[10.20.14]
Game Engineer II


Filament Games LLC — Madison, Wisconsin, United States
[10.20.14]
Game Engineer I


InnoGames GmbH — Hamburg, Germany
[10.20.14]
Software Developer Flash (m/f)
Software Developer Flash (m/f)