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April 24, 2014
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Zynga founder Mark Pincus steps down as company poaches Xbox Live point-man 2
by Christian Nutt [04.23.14]
Pincus stepped aside to let Microsoft exec take the CEO role; now he moves away from the day-to-day entirely as Mattrick brings in more Xbox talent.
Business/Marketing, Social/Online, Smartphone/Tablet

Epic releases Unreal Engine 4.1, including PlayStation 4, Xbox One support 1
by Christian Nutt [04.24.14]
Subscribers can now download the new version from GitHub, including both the stable build and "bleeding edge," untested new code.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

A veteran producer's take on how to write a game concept doc 3
by Gamasutra Community [04.24.14]
"There are a lot of resources online that talk about game concepts and game design documents. So instead of retreading used ground, I wrote a game concept for us to examine together."
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: A look at my Google Play and iOS sales, early 2014 edition 3
by Gamasutra Community [04.23.14]
"The sales data shows that my plan for making lots of little games quickly for multiple platforms should work as long as I keep up a steady stream of quality releases."
Business/Marketing, Smartphone/Tablet

Think you don't have the resources for user testing? Think again 2
by Gamasutra Community [04.22.14]
"User testing is critical, especially when you don’t have resources to spare. The long-term benefits far outweigh the short-term costs, and if you do it right, you'll make a better game."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: Forcing hard currency use in F2P games 2
by Gamasutra Community [04.24.14]
"Depending on the game, a very closely calculated time in the gameplay comes, when the give-aways stop. No more free Diamonds for you, sir!"
Business/Marketing, Design, Social/Online, Smartphone/Tablet

Blog: Gamification design vs. game design 4
by Gamasutra Community [04.24.14]
Is there no middle ground? "Game design starts from the desire to make something that people will enjoy. In gamification design, you are making something that will achieve a particular goal."
Business/Marketing, Design, Social/Online, Smartphone/Tablet

In second quarter, Apple's iPhone sales rise as iPad sales fall  
by Christian Nutt [04.23.14]
More phones sold is good news for game developers, but tablet sales falling may be bad news for Apple -- even if profits are jumping.
Business/Marketing, Smartphone/Tablet


What's next for Puzzle & Dragons and GungHo? 14
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) 90
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

A New Pokémon for a New Era 9
by Christian Nutt [09.19.13]
Pokémon X and Y launches next month, and Gamasutra speaks to director Junichi Masuda about the encroachment of smartphones, changing player habits, and staying inspired 18 years on.
Design, Interview, Console/PC, Smartphone/Tablet

A Conversation with Oculus VR Founder Palmer Luckey 9
by Christian Nutt [09.03.13]
Following from his GDC Europe talk, Palmer Luckey explains what it takes to make a game look and feel right in VR -- and explains that he has some tricks up his sleeve to make sure his headset beats any potential competition.
Business/Marketing, Console/PC, Smartphone/Tablet


Thinking from the player's perspective  
by David Lin [04.24.14]
As developers, designers of games, how often do we stop to think about the people who gets to play them? Do we take into consideration what their perspectives are?
Audio, Design, Programming, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

How to position the camera for isometric assets 1
by Junxue Li [04.24.14]
This is a sequel of my last post. If you’re making isometric assets by rendering 3D models, how to precisely set the camera position, that you may get the desired grid line setting? This article gives you practical solutions.
Design, Production, Art, Console/PC, Social/Online, Smartphone/Tablet

Blizzard's Hearthstone - The Special Treatment  
by Mikkel Faurholm [04.23.14]
Hearthstone has had a remarkable first week on the App Store with a position in the top 10 grossing in the U.S. the last two days - but should apple give them special treatment in trying to promote the app? Well, they did.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

The Power of Showing Your Work 2
by Michael Fitch [04.22.14]
One simple tool can make your work life better.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Why Minesweeper Sucks & How We Hope To Fix It  
by Jeremiah Alexander [04.22.14]
Minesweeper is a classic! Most people would agree with this statement... most! For some people however, Minesweeper simply sucks! Our soon to be released game, Grave Matters, is based on Minesweeper and this is how we are trying to make it better.
Design, Production, Indie, Smartphone/Tablet


Crytek — Shanghai, China
[04.24.14]
Mobile Programmer
Game programmer (Mobile)

Linden Lab — San Francisco, California, United States
[04.23.14]
Sr. Front-end Web Developer
Create performance-optimized, highly interactive web interfaces.

Linden Lab — San Francisco, California, United States
[04.23.14]
Sr. Software Engineer, Back-end
Be the go-to person for the Python backend of our iOS app, Blocksworld!

Linden Lab — San Francisco, California, United States
[04.23.14]
Lead Engineer
Lead Engineer needed to lead a group of Engineers working on our iOS game, Blocksworld!

Gameloft Toronto — Toronto, Ontario, Canada
[04.23.14]
Technical Artist
Gameloft, a leading international publisher and developer of digital and social games with offices in 30 countries including Europe, North America and Asia, is seeking a Technical Artist to join our Toronto Studio. Previous hit games such as The Oregon Trail, Modern Combat 4, Brother in Arms 2, N.O.V.A., Avatar, Dungeon Hunter, Despicable Me: Minion Rush, Assassin’s Creed, Terminator Salvation, Asphalt 8, Let’s Golf!, and Order and Chaos are just a few of the 300 games Gameloft has created since it was founded.

Muti Labs — Santa Monica, California, United States
[04.23.14]
Senior Game Engineer


Gameloft — New Orleans, Louisiana, United States
[04.23.14]
R&D Game Designer


SOAR Inc. — Mountain View, California, United States
[04.23.14]
Game Designer/Narrative Writer
The MiniGame Designer/Narrative Writer will take ownership of designing a series of narrative-themed simulations and minigames for a cutting-edge games & learning product

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Hearthstone - Concept / Texture Artist
Blizzard Entertainment is looking for a 2D artist to work on their newest title Hearthstone. The focus for this position will be on providing the art needed to help realize the vision for the game from initial concept to practical application. Responsibilities include creating of concepts that support / further the vision of the game, painting textures for use on in-game assets and working to provide a consistent aesthetic for the team. The ideal candidate has a firm grasp of composition, color, painting, and visual design.

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Hearthstone - User Interface Artist
Blizzard Entertainment is looking for a user interface (UI) artist to work on their newest title Hearthstone. The focus for this position will be on the creation of layouts and art for mobile platforms. Responsibilities include working with the design team to develop a functional design and creation of production art. The ideal candidate has a firm grasp of visual design, composition and overall user experience.