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October 24, 2014
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October 24, 2014
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New Unity CEO Riccitiello takes to forums to soothe devs' fears 5
by Christian Nutt [10.23.14]
The new CEO waded into the discussion to offer his views on how he views the company and address the concerns of Unity developers who weren't too keen on the announcement.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

What's next for Unity and its new CEO? Co-founder David Helgason explains 49
by Christian Nutt [10.22.14]
Today, Unity announced that co-founder and CEO David Helgason would be stepping down, to be replaced by EA veteran John Riccitiello. Gamasutra speaks to Helgason about his new role and the company's future.
Business/Marketing, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Running a studio for 20 years: A look back at Australia's Tantalus 2
by Gamasutra Community [10.23.14]
A look back at a studio's journey: "To make games continuously for twenty years is a hell of an achievement and a credit to the two hundred or so people who have worked with us over the years."
Business/Marketing, Console/PC, Smartphone/Tablet

Developing games with random number generators 2
by Gamasutra Community [10.22.14]
"Random numbers are a surprisingly interesting area of programming. Though at first they may seem very simple, they are actually quite challenging to both create and work with."
Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

Helgason steps down as Unity CEO, and John Riccitiello steps up 35
by Alex Wawro [10.22.14]
Unity founder David Helgason has stepped down from his position as CEO. His replacement is none other than Unity Technologies board member John Riccitiello -- former CEO of Electronic Arts.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

U.S. government releases open source gamification software 3
by Alex Wawro [10.21.14]
The National Geospatial-Intelligence Agency has made some of its internally-developed gamification software available for free on GitHub under the MIT free software license.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Kellee Santiago's 10-step video game production plan 2
by Brandon Sheffield [10.21.14]
"First you have an idea for your game. Second, you make that game. Third, you iterate and playtest those mechanics until they're engaging, and fourth, you launch it."
Production, Console/PC, Smartphone/Tablet, GDC China

Find out how to boost your indie game's odds of success at GDC  
by Staff [10.24.14]
Game industry veteran Charles Cox sees a rising problem for indie games: discoverability. Next March he'll be speaking at GDC 2015 about what indies can do to make their mark on a crowded market.
Business/Marketing, Console/PC, Indie, Social/Online, 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) 107
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


FullBlast, another indie project that bites the dust  
by Alex Perez [10.24.14]
FullBlast, another indie project that bites the dust, a story of how we screwed in every possible way.
Business/Marketing, Indie, Smartphone/Tablet

Alternative Sales Strategies for Digital Stores -- Loyalty Programs  
by Ulyana Chernyak [10.23.14]
Our next topic on sales tactics for digital stores are loyalty programs. While their use in the Game Industry isn't far reaching yet, they are another potential area for digital stores to look into.
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Initial thoughts on live user testing for games 1
by Johan Hoberg [10.23.14]
What is the purpose of live user testing (closed alpha, closed beta, open beta, and similar) for a game, from a test perspective?
Programming, Console/PC, Social/Online, Smartphone/Tablet

The Power of Audience Development for Indies 4
by Joel Dreskin [10.22.14]
While PR, advertising, channel promotions and other vehicles can perform well for games marketing with audience and community development, YOU can control and manage communications through the programs you build in these areas.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Can Game Design be Appraised?  
by Josh Bycer [10.22.14]
The Game Industry is facing a severe issue of devaluing content which has been our fault and part of it has to do with the problem of understanding and evaluating game design.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Amazon — Seattle, Washington, United States
[10.24.14]
Event Marketing Specialist, Game Services


Petroglyph Games — Las Vegas, Nevada, United States
[10.24.14]
Unity Engineer


Next Games — Helsinki, Finland
[10.24.14]
Senior Level Designer


Magic Leap, Inc. — Wellington, New Zealand
[10.23.14]
Level Designer


Magic Leap, Inc. — Wellington, New Zealand
[10.23.14]
Lead Game Designer


Sega Networks Inc. — San Francisco, California, United States
[10.23.14]
Mobile Game Engineer


Gameloft New Orleans — New Orleans, Louisiana, United States
[10.23.14]
Lead Programmer


Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[10.23.14]
Senior Software Engineer


DeNA Studios Canada — Vancouver, British Columbia, Canada
[10.22.14]
Analytical Game Designer


Nix Hydra — Los Angeles, California, United States
[10.22.14]
Art Director