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April 28, 2015
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April 28, 2015
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Tips for making music for kids' games  
by Gamasutra Community [04.28.15]
"Often, the type of game youíre creating is the deciding factor. Have discussions with the leads about your opinions, and always keep your target audience, and target paying audience in mind."
Audio, Console/PC, Serious, Indie, Smartphone/Tablet

How to attribute royalty-free content in your game  
by Gamasutra Community [04.28.15]
Attorney Zachary Strebeck: "Read the terms and conditions that apply to the particular license youíre purchasing. The best way to stay out of legal trouble is to follow the directions."
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Are players less skilled than they were 20 years ago? 29
by Gamasutra Community [04.27.15]
Data on player death in an indie game: "We have learned that PC gamers play far better than smartphone casual gamers. Not only that, casual gamers are terrible players!"
Design, Console/PC, Indie, Smartphone/Tablet

Apple Watch: The birth of micro-gaming 5
by Gamasutra Community [04.27.15]
"Due to the small screen size and platform limitations, games on the Apple Watch will need to be reimagined to fit in a new gaming category: Micro-Gaming."
Business/Marketing, Smartphone/Tablet

How a closed beta helped us improve our game: Findings and tips  
by Gamasutra Community [04.23.15]
"Our closed beta helped us to identify new issues and confirm the list of changes that we already discussed within the team but needed a fresh perspective for. It was a very helpful and illuminating experience."
Production, Indie, Smartphone/Tablet

In-app purchases for indie mobile games: A smart freemium strategy 3
by Gamasutra Community [04.23.15]
"You need to make sure that your in-app purchase strategy isnít overly complex. If you start small and think of your IAPs as a way to engage new users, youíll be well on your way to success."
Business/Marketing, Smartphone/Tablet

Progression control in SimCity BuildIt: A design analysis 5
by Gamasutra Community [04.22.15]
"The means of controlling the progression in SimCity BuildIt are subtle but very effective. The designers have tuned it in a way to ease the player smoothly into the habit and hobby phase."
Design, Smartphone/Tablet

Square Enix's key to crowdfunding: Focus on your core audience  
by Brandon Sheffield [04.27.15]
Wave after wave of Kickstarter announcements has exhausted the press, says Square Enix Collective lead Phil Elliott, so don't PR blast your next campaign -- focus on your fans and influencers instead.
Business/Marketing, Console/PC, Indie, 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 19
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

Evolution of a game : From Indian mythology to fighting inner demons  
by Siddharth Sivaraman [04.27.15]
This post is about how constant feedback and re-evaluating our project helped us go from a not so great idea for a game to something very promising.
Design, Indie, Smartphone/Tablet

Improve player retention reacting to behavior [Server Scripts]  
by David Xicota [04.27.15]
Picture this. Youíve fought hard to release your game, you get many downloads, BUT players get tangled up in level #8 and canít get past it. According to analytics, they seemed to enjoy the game so far, but now they log in at lower rates. What's going on?
Business/Marketing, Programming, Social/Online, Smartphone/Tablet

How do I know if something is in the public domain?  
by Zachary Strebeck [04.27.15]
Game lawyer Zachary Strebeck looks at common questions about copyright and the public domain. Depending on the facts, there could still be legal protection.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

What! Rect is not the shortened of Rectangle?  
by Tapir Liu [04.27.15]
a funny experience of a programmer whose native language is not English
Programming, Production, Serious, Indie, Social/Online, Smartphone/Tablet

Breaking into the video game industry with no experience  
by Tao Sila [04.27.15]
Some quick tips about how to break into the video game industry with no gaming experience.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

InnoGames GmbH — Hamburg, Germany
Software Developer C++ Mobile (m/f)
Mobile Developer C++ (m/f)

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

PlayMada Games — New York, New York, United States
Visual Designer/Artist for Learning Games

Filament Games LLC — Madison, Wisconsin, United States
Game Designer II

Filament Games LLC — Madison, Wisconsin, United States
Game Engineer

PlayRaven — Helsinki, Finland
Senior Server Programmer

PlayRaven — Helsinki, Finland
Senior Programmer

PlayRaven — Helsinki, Finland
Senior UI Artist

The Topps Company, Inc. — New York, New York, United States
Director of Mobile App User Acquisition
Director of Mobile App User Acquisition

PlayRaven — Helsinki, Finland
Senior Game Designer