Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
July 26, 2016
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Report: China pushes past US to lead the world in App Store game revenue  
by Alex Wawro [07.25.16]
Mobile market research firm App Annie's latest report suggests that China has finally surpassed the United States to become the world leader in games revenue generated on the iOS App Store.
Business/Marketing, Smartphone/Tablet

Blog: Pokemon Go, and the good things that can come from bad UI 5
by Gamasutra Community [07.25.16]
PopCap Seattle UI/UX expert Chris Furniss argues how Pokemon Go's confusing UI is applying meaningful friction and is feeding into the dense social experience of the game.
Design, Smartphone/Tablet

Blog: How Pokemon Go fails to capture learnability 20
by Gamasutra Community [07.22.16]
Why does Pokemon Go need propping-up from the hundreds of how-to guides that have popped up this week? Here's how Niantic have broken or ignored principles for designing a learnable game.
Design, Smartphone/Tablet

GDC 2017 announces call for submissions  
by Staff [07.21.16]
Heads up game devs: GDC 2017 officials have opened the annual Call for Papers for the GDC 2017 Main Conference, from now through August 18th.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

The past and future of location based AR games like Pokemon Go 5
by Jennifer Allen [07.19.16]
Gamasutra asked several developers why they think Pokemon Go did so well so quickly, what it needs to do to stay on top, and what it means for the future of location based gaming
Business/Marketing, Design, Smartphone/Tablet, Video

Despite radical success, Pokemon Go won't affect Nintendo's bottom line 1
by Bryant Francis [07.22.16]
Nintendo clarifies that its ownership stake in The Pokemon Company won't be drastically rewriting its financial bottom line.
Business/Marketing, Smartphone/Tablet

Come to GDC Europe and learn how to make the industry more diverse  
by Staff [07.22.16]
In a GDC Europe session titled simply "Who Needs Diversity? Everybody!" developers, journalists and academics will discuss how to make the industry a more diverse, welcoming place.
Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC Europe

Pokemon Go is popular but polarizing, according to Nielsen data  
by Alex Wawro [07.21.16]
Surprise: Market research firm Nielsen claims Pokemon Go has quickly become the most interesting and well-liked mobile game in the U.S., even as it registers higher-than-average rejection rates.
Business/Marketing, Smartphone/Tablet



Glasswinged Ascension. My first attempt to make a video game alone.  
by Sergey Kalmanovich [07.25.16]
After working for some big and small video game developer studios for quite a while, I decided the time has come to try and create a game alone. And here is what I've got so far.
Indie, Smartphone/Tablet

Can Pokemon GO Monetise? 2
by Ramin Shokrizade [07.25.16]
While there is no doubt about the success of Pokemon GO in terms of installs and retention, how is the business model going to perform? Monetisation expert blogger Ramin Shokrizade goes under the hood (and does a lot of walking!) to find out.
Business/Marketing, Design, Production, Smartphone/Tablet

Simple statistics for randomly positioning gameplay elements  
by Ruben Torres [07.25.16]
How to randomly position gameplay elements in a way that they make sense being influenced by external factors? With some simple statistics I will position the doors in my dungeons. The same can also be applied with monsters, looting, luck, dynamic events.
Programming, Console/PC, Indie, Smartphone/Tablet

Writing Romance in (non-Romance) Games: Linear Romances  
by Alexander Freed [07.25.16]
Romance subplots are tough to write even in traditional media. What special challenges do writers face bringing them into the interactive sphere? In this post, we look specifically at romances in non-branching games and how best to deploy them.
Design, Console/PC, Indie, Smartphone/Tablet

Disney Magic Kingdoms - Game Design Analysis  
by Scott Fine [07.25.16]
I wrote this from a design perspective and hope anyone can enjoy it. I start off outlining the mechanics and how the game functions, later I get into the game’s economy balancing and how the designers promoted engagement.
Design, Serious, Social/Online, Smartphone/Tablet


nWay — San Francisco, California, United States
[07.24.16]
Sr. Animator


nWay — San Francisco, California, United States
[07.24.16]
Lead 3D Artist


nWay — San Francisco, California, United States
[07.22.16]
Sr. Systems Designer


Age of Learning, Inc. — Glendale, California, United States
[07.22.16]
Director of Operations


War Drum Studios — Gainesville, Florida, United States
[07.22.16]
Game and Systems Programmer
We are looking for a talented C++ programmer who wants to work on challenging problems and implement and own new systems. Join us as we have our cake and eat it to: we work on some of the best games in the business while also enjoying a small team environment.

Particle City — Los Angeles , California, United States
[07.21.16]
Senior Gameplay Engineer
Do you want to help make Titans fall? Would you like to tame the frontier of mobile gaming? If you dream in object-oriented languages and can solve for inverse matrices, in your sleep, we need your help in building a Titanfall mobile experience. Sign up, Recruit!

nWay — San Francisco, California, United States
[07.18.16]
Game Server Engineer


InnoGames GmbH — Hamburg, Germany
[07.13.16]
Senior Game Designer for a Simulation Mobile title


WB Games — San Francisco, California, United States
[07.11.16]
Sr. Systems Engineer


WB Games — San Francisco, California, United States
[07.11.16]
Lead Software Engineer, Platform