Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 1, 2015
arrowPress Releases
February 1, 2015
PR Newswire
View All
View All     Submit Event

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

Cook, Serve, Delicious, the final chapter: Sales, crunch, and success 5
by Gamasutra Community [01.30.15]
David Galindo returns after a year with the sixth installment of dev-log for Cook, Serve, Delicious, including Humble Bundle and Steam sales numbers, and how his free updates were created (and performed).
Business/Marketing, Production, Console/PC, Indie, Smartphone/Tablet

Kickstarter in 2014: The breakdown 3
by Gamasutra Community [01.30.15]
A detailed analysis of the Kickstarter platform in 2014 -- and a particular look at how game projects did. Full numbers inside.
Business/Marketing, Console/PC, Serious, Indie, Smartphone/Tablet

How Crossy Road made $1 million from video ads Exclusive 2
by Alex Wawro [01.29.15]
After topping a million downloads and $1M in ad revenue in its first month of release, Crossy Road co-creator Andrew Sum breaks down the award-winning mobile game's unobtrusive monetization design.
Business/Marketing, Indie, Smartphone/Tablet, Exclusive

Road to the IGF: Justin Smith's Desert Golfing Exclusive  
by Leigh Alexander [01.29.15]
Continuing our Road to the IGF series of interviews with nominees, we speak to Desert Golfing creator Justin Smith about his Nuovo Award-nominated surprise hit, an infinite and improbable existential cruise.
Design, Programming, Art, Indie, Smartphone/Tablet, Exclusive, IGF

Which of your new users are about to churn? 1
by Gamasutra Community [01.29.15]
"The most significant churn occurs right after install regardless if itís on a mobile device or on the web. The first hours, not to say minutes, of game play, are critical."
Business/Marketing, Social/Online, Smartphone/Tablet

Game Design Deep Dive: The unique touchscreen action game controls of Helix 5
by Michael Brough [01.28.15]
Michael Brough, creator of games including 868-HACK and Corrypt, explains how he arrived at the unique control scheme of his iOS action game Helix.
Design, Indie, Smartphone/Tablet

Making mobile games in the era of the the 30-second hook  
by Gamasutra Community [01.27.15]
"We discovered is that the first 30 seconds are the most crucial. That became our most pressing concern -- how could we banish these preconceptions that our game was more than just a small experience on repeat?"
Design, Indie, Smartphone/Tablet

Shake-up at Sega sees up to 300 jobs cut and an office shuttered  
by Alex Wawro [01.30.15]
Japanese company Sega Sammy announced today that it plans to restructure the company in a way that will see roughly 300 jobs (or more) cut and Sega of America's San Francisco office shuttered.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet

Best of 2014: Gamasutra's Top Games of the Year 9
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 18
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) 109
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

What's next? A game design student's journy to become a real startup (Part 1)  
by Tiantong Xu [01.30.15]
A student's journey of trying to transtion from a enthusiast to a real deal game startup founder. The lesson learns and the future.
Business/Marketing, Design, Indie, Social/Online, Smartphone/Tablet

Kickstarter in 2014 across all categories 3
by Thomas Bidaux [01.29.15]
Last year I did a general overview of Kickstarter across all categories for 2013 and now seems like a good time to go through a similar exercise for 2014. This goes wider than just video games but gives better insights on the platform and its health.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Boy and His Pup: Creation of an indie game trailer: Look into the process  
by Syid Massiah [01.29.15]
An insight into the creation of our trailer and the thought process that went into it's inception.
Business/Marketing, Art, Console/PC, Indie, Smartphone/Tablet

Steamís Monopoly and the Uphill Battle for Competition  
by Josh Bycer [01.29.15]
Today's post examines the challenges of finding another company capable of competing with Steam and despite so many people hoping for a competitor, Steam is going to remain #1 for a very long time.
Business/Marketing, Design, Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Lessons Learned: Localizing Puppet Punch in 10 languages - Part 1 2
by Arpita Kapoor [01.29.15]
If you are looking at localizing your mobile game, this blog post will help you plan well in advance, take quicker, smarter choices and save you time and frustration, that localizing in various languages brings with itself.
Programming, Smartphone/Tablet

DropForge Games — Bellevue, Washington, United States
Senior Software Developer

Spin Master Inc. — Los Angeles, California, United States
Technical Director

Spin Master Inc. — Los Angeles, California, United States
Executive Producer

Spin Master Inc. — Los Angeles, California, United States
Associate Producer

DoubleDown Interactive — Seattle, Washington, United States
Mobile Game Developer
Mobile Game Developer

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

PerBlue — Madison, Wisconsin, United States
UI Artist

PlayRaven — Helsinki, Finland
Senior Server Programmer

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

NetherRealm Studios — Chicago, Illinois, United States
Senior Designer, Mobile
Netherrealm Studios, a division of Warner Bros. Games seeks an experienced Senior Designer to join us in the rapidly expanding mobile gaming industry.