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April 23, 2014
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Think you don't have the resources for user testing? Think again 2
by Gamasutra Community [04.22.14]
"User testing is critical, especially when you don’t have resources to spare. The long-term benefits far outweigh the short-term costs, and if you do it right, you'll make a better game."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Reflections on an indie failure: A StarLicker postmortem 10
by Gamasutra Community [04.21.14]
"StarLicker was an unsuccessful game in almost every way imaginable. We made a lot of mistakes on this project, but through this process, our skill as game developers improved dramatically."
Business/Marketing, Design, Production, Indie, Smartphone/Tablet

'What's the best game dev educational resource you've ever used?' Exclusive 2
by Staff [04.18.14]
There's a lot of great educational resources out there that can help you refine your game development skills -- the trouble is knowing where to look.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Exclusive

Blog: Long-term retention - How to keep players playing 1
by Gamasutra Community [04.23.14]
"To heighten the likelihood of engaging a player long term, the game needs to create a vision for the player. Visualize the goal, what the player can become, and what awesome features are ahead."
Design, Social/Online, Smartphone/Tablet

No more excuses: Apple now labels apps with IAP on App Store charts 6
by Alex Wawro [04.22.14]
Today's iOS update adds a new labeling system to the App Store charts and lists to highlight games and other apps that offer in-app purchases.
Business/Marketing, Smartphone/Tablet

Blog: A look at my Google Play and iOS sales, early 2014 edition 1
by Gamasutra Community [04.23.14]
"The sales data shows that my plan for making lots of little games quickly for multiple platforms should work as long as I keep up a steady stream of quality releases."
Business/Marketing, Smartphone/Tablet

The best part about King's expansion into Japan are the TV ads  
by Alex Wawro [04.22.14]
Candy Crush Saga developer King has opened an office in Tokyo, Japan in order to localize King games for the lucrative Japanese mobile market.
Business/Marketing, Smartphone/Tablet, Video

3 tips for organizing internal hackathons  
by Gamasutra Community [04.22.14]
"Before organizing a hackathon, think about the goals you hope to accomplish, as well as the strategies and logistics that will resonate well within your company culture."
Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

What's next for Puzzle & Dragons and GungHo? 14
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

Why Minesweeper Sucks & How We Hope To Fix It  
by Jeremiah Alexander [04.22.14]
Minesweeper is a classic! Most people would agree with this statement... most! For some people however, Minesweeper simply sucks! Our soon to be released game, Grave Matters, is based on Minesweeper and this is how we are trying to make it better.
Design, Production, Indie, Smartphone/Tablet

PR monitoring - March 2014  
by Thomas Bidaux [04.22.14]
A review of the month of March in regards to the media coverage of video games and video game platforms.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

iOS vs. Google Play Sales, Early 2014 Edition 1
by Luke Schneider [04.22.14]
A look back at how iOS and Google Play (and Amazon) sales have done for Radiangames recently and in the past year, and why I'm returning to releasing lots of small games quickly.
Business/Marketing, Indie, Smartphone/Tablet

Gamification Design vs Game Design  
by Andrzej Marczewski [04.22.14]
It is no secret that I would love to get the games industry to become more involved in gamification and have spoken to many people in the industry about it.
Design, Social/Online, Smartphone/Tablet

Forcing the Hard Currency in F2P Games 2
by Mikkel Faurholm [04.22.14]
The time of conversion is a critical point for F2P Games with multiple currencies. The game need to get the player used to spending the provided Gems and Diamonds. But some games push a bit too hard. AppCrimes looks into games forcing the hard currency.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

SOAR Inc. — Mountain View, California, United States
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

Telltale Games — San Rafael, California, United States
Core Technology – Senior Systems Engineer
Want to break new ground in game and engine development? Telltale Games is seeking an enthusiastic Senior System Engineer to help us build our next-generation of episodic narrative technology for upcoming IPs and our award-winning titles!

Telltale Games — San Rafael, California, United States
Core Technology - Senior Platform Engineer
platform technology for XboxOne and PS4 for upcoming IPs and our award-winning titles!

Blizzard Entertainment — Irvine, California, United States
Hearthstone - Concept / Texture Artist
Blizzard Entertainment is looking for a 2D artist to work on their newest title Hearthstone. The focus for this position will be on providing the art needed to help realize the vision for the game from initial concept to practical application. Responsibilities include creating of concepts that support / further the vision of the game, painting textures for use on in-game assets and working to provide a consistent aesthetic for the team. The ideal candidate has a firm grasp of composition, color, painting, and visual design.

Blizzard Entertainment — Irvine, California, United States
Hearthstone - User Interface Artist
Blizzard Entertainment is looking for a user interface (UI) artist to work on their newest title Hearthstone. The focus for this position will be on the creation of layouts and art for mobile platforms. Responsibilities include working with the design team to develop a functional design and creation of production art. The ideal candidate has a firm grasp of visual design, composition and overall user experience.

Tiggly — New York, New York, United States
Lead Software Programmer

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

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

Big Fish Games — Seattle, Washington, United States
Game Engineer

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