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July 7, 2015
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July 7, 2015
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Programming 'promises' for game development 2
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 119
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

Don't Miss: Why the metrics aren't the message 31
by Staff [07.01.15]
In this timeless feature, industry veteran Laralyn McWilliams explains how a pivotal moment in her life showed her that over-reliance on analytics and player friction in games isn't the answer.
Business/Marketing, Design, Production, Console/PC, Social/Online, 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


Our love for videogames 3
by Michael Samyn [07.06.15]
Tale of Tales has stopped making commercial videogames. But why did we start more than 12 years ago? What made videogames attractive as an artistic medium for us? What have we been trying to do all this time? And how is Sunset similar and different?
Business/Marketing, Design, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Missing Translation, adventures in black and white 1
by Luis Diaz [07.02.15]
Soooooo we made something called "Missing Translation". After 14 months of development it's finally out. We got quite a lot of exposition, passed greenlight, closed a deal with a publisher, won awards and even got our apk stolen. Wanna know our story?
Business/Marketing, Production, Console/PC, Indie, Smartphone/Tablet

Next-Gen Cel Shading in Unity 5 10
by David Leon [07.02.15]
With the arrival of Unity 5 we find that itís never been so easy to get high quality visuals in our game, but we donít always want realistic graphics for our project. In this article you will learn how to achieve a cel shading art style with Unity 5.
Programming, Console/PC, Indie, Smartphone/Tablet

Production Fundamentals  
by Richard Wood [07.02.15]
Throughout my time in production it's been the fundamentals that have kept me sane, improved my output or taken me off the wrong path onto the right one. In this post I share what I believe production fundamentals are.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Examining Organic Tutorials 2
by Josh Bycer [07.02.15]
Tutorials can be one of the trickiest elements to get right in a title, but today's post looks at a shortcut of combining learning with level design.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Vicarious Visions / Activision — Albany, New York, United States
[07.07.15]
VV-Network Engineer
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[07.07.15]
VV-Tools Engineer
See job description.

Boss Fight Entertainment, Inc. — McKinney, Texas, United States
[07.06.15]
Art Director


PikPok — Wellington, New Zealand
[07.05.15]
Senior Programmer


Galxyz Studios — Mountain View, California, United States
[07.05.15]
Sr. Game Developer
Senior Unity 3D programmer to help build an intergalactic science adventure!!

Disruptor Beam, Inc. — Framingham, Massachusetts, United States
[07.04.15]
Community Manager, Mobile Games
Community Manager, Mobile Games

Limbic — San Francisco, California, United States
[07.03.15]
Senior Software Engineer (Client, Front-end Gameplay Programmer)


Petroglyph Games — Las Vegas, Nevada, United States
[07.03.15]
Network / Web Programmer


2K — Novato, California, United States
[07.03.15]
Producer - Core Tech
Develop quality client and server-side networking software and services with the my2K development team. Guide the my2K development team to effectively address the needs of multiple studios, games, and publishing groups.

Gameloft — Seattle, Washington, United States
[07.03.15]
Art Director