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September 3, 2015
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September 3, 2015
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Procedural dungeon generation algorithm 7
by Gamasutra Community [09.03.15]
A simple, flexible, and programmatic way to create randomly-generated dungeons for a roguelike, described with helpful images and code examples.
Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

Report: The world's most popular, most profitable iOS games are 3 years old 7
by Alex Wawro [09.02.15]
A new App Annie report posits that 2 games released in 2012 are the most popular, most profitable iOS games of all time, and the top 10 most popular iOS games of all time are all at least 2 years old.
Business/Marketing, Console/PC, Smartphone/Tablet

5 ways to turbo-charge your LTV  
by Gamasutra Community [09.03.15]
"LTV is the ultimate benchmark of how your game is doing in terms of revenue, and it informs how you invest your budget and how you design your retention and re-engagement strategies."
Business/Marketing, Smartphone/Tablet

Making VR games reminds Infinity Ward expats of PS1 game dev glory days Exclusive 1
by Alex Wawro [09.01.15]
Reload Studios CEO James Chung chats with Gamasutra about what the L.A.-based studio staffed by former Call of Duty devs has learned about making virtual reality FPS games that don't make people sick.
Design, Console/PC, Smartphone/Tablet, Exclusive

Chinese game firm Shanda invests $30 million in Berlin mobile studio  
by Christian Nutt [09.03.15]
Shanda has merged together two of its owned studios and, by adding a major Western branch, created something altogether new.
Business/Marketing, Smartphone/Tablet

Jeffrey Hilbert, founder of notable games agency DDM, stepping down  
by Christian Nutt [09.03.15]
The agency, whose clients includes studios like FromSoftware, Ninja Theory, and PlatinumGames, is seeing its founder step away from a leading role.
Business/Marketing, Console/PC, Smartphone/Tablet

2015 Unity Awards nominees announced  
by Christian Nutt [09.02.15]
Plenty of excellent games are on the slate for the engine's annual award show; statues will be handed out this month in Boston, at the Unite conference.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Get a job: Nuclear Division seeks a Game Engineer  
by Staff [09.02.15]
The new mobile game company founded by industry veterans (and funded in part by Respawn cofounder Vince Zampella) is looking for a coder to serve as a game engineer at its studio in Los Angeles.
Programming, Smartphone/Tablet, Recruitment


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 25
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


Starting up a game business: Working with Minimum Viable Products  
by Juha Vainio [09.03.15]
Epic Owl's CEO Juha Vainio writes about the meaning of Minimum Viable Products in mobile game production.
Design, Production, Indie, Social/Online, Smartphone/Tablet

How to calculate the lifetime value: the review of methods 1
by Vasiliy Sabirov [09.03.15]
Devtodev lead analyst Vasiliy Sabirov describes all major methods of LTV calculation - from easiest and less exact, to the most complex and as accurate as a clock.
Business/Marketing, Social/Online, Smartphone/Tablet

5 ways to turbo-charge your LTV  
by Mark Rosner [09.02.15]
LTV, the lifetime value a customer, is one of the most important metrics for game developers to track. It is the ultimate benchmark of how your game is doing in terms of revenue. You can calculate LTV lots of ways, but this shares how you can increase it.
Business/Marketing, Smartphone/Tablet

We Should Patch Our Games 2
by Keith Burgun [09.02.15]
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.
Design, Production, Console/PC, Indie, Smartphone/Tablet

When multiplayer games really aren't  
by Eric Mickols [09.01.15]
A dive into what makes Trading Card Games social, and a discussion of how Blizzard's game Hearthstone stands up to these requirements.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet


En Masse Entertainment — Seattle, Washington, United States
[09.03.15]
Community Manager Team Lead
En Masse Entertainment (EME) is looking for someone skilled in community management and communication to lead our Community Team. As the community manager team lead, you will manage a small team focused on building and strengthening our community of PC and mobile gamers. This role represents our games and our company to the community, while advocating for our players internally. This is an exciting opportunity to expand your community management skills!

Gamaya Inc — Sunnyvale, California, United States
[09.03.15]
Programmer


PlayQ — Santa Monica, California, United States
[09.03.15]
Level Designer
PlayQ is looking for an outstanding Level Designer to contribute to our continuing development of world-class mobile games targeting a mass market. The ideal candidate is talented, creative, passionate, flexible, and eager to make their mark in the popular and competitive casual puzzle game space. Core responsibilities include building fun, clever, and rewarding puzzle game levels, performing ongoing tuning based on testing, data metrics, and a deep awareness of casual puzzle game genres and competitive products, and performing comprehensive quality assurance (QA) for new game and app features.

Filament Games LLC — Madison, Wisconsin, United States
[09.03.15]
Producer


Sega Networks Inc. — Philadelphia , Pennsylvania, United States
[09.02.15]
Senior Artist


PLAYSTUDIOS — Austin, Texas, United States
[09.02.15]
Sr. Database Administrator
We’re looking for an experienced Sr. Database Administrator to join the PLAYSTUDIO’s team. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If you’re a smart, creative, ambitious engineer committed to building stellar products, we want to talk to you.

Sega Networks Inc. — Philadelphia, Pennsylvania, United States
[09.01.15]
Unity Developer- Philadephia


WB Games — San Francisco, California, United States
[09.01.15]
Systems and Tools Engineer


Galxyz Studios — Mountain View, California, United States
[09.01.15]
Sr. Game Developer
Senior Unity 3D programmer to help build an intergalactic science adventure!!

Limbic — San Francisco, California, United States
[09.01.15]
Senior Software Engineer (Client, Gameplay Programmer, C++)