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October 21, 2014
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Google invests half-a-billion dollars in mysterious wearable tech startup 1
by Mike Rose [10.21.14]
Google and other big-name investors have funneled more than half a billion dollars into a relatively unknown startup, whose wearable tech could have applications in video games.
Business/Marketing, Console/PC, Smartphone/Tablet

Michael Brough continues to carve out his own corner of the App Store with Helix Exclusive  
by Mike Rose [10.21.14]
Developer Michael Brough has somehow managed to carve out his own little market in the tricky mobile space, with quirky titles like his latest, Helix.
Design, Smartphone/Tablet, Exclusive

Techland and Gree deliver new mobile-focused talks at GDC Next  
by Staff [10.21.14]
Techland producer Pawel Rohleder and Gree International director Chris Tabasa share advice on launching mobile dev teams and sustaining mobile games for years after launch at GDC Next 2014 featuring ADC.
Business/Marketing, Production, Smartphone/Tablet

The 'new-platform' model - an alternate path for indies  
by Brandon Sheffield [10.20.14]
Spry Fox's entire model is built upon investing in new marketplaces, and Road Not Taken would be the first big console push for the company. That meant the game would be a big departure for the company, in multiple ways.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet, GDC China

When quality comes before making money: Developing Monument Valley 3
by Brandon Sheffield [10.19.14]
Monument Valleycreator UsTwo is primarily a UI and design firm, working for clients. They don't usually make games. But Monument Valley, the company's third game, sold over 1 million copies.
Design, Smartphone/Tablet, GDC, GDC China, Video

The most important trait for a game designer is empathy 12
by Gamasutra Community [10.20.14]
"If you don’t know how people work, you can’t make stuff for people to interact with. The most talented and technical designer that lacks empathy will make something that only he/she can enjoy."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

GDC Next speakers share their 'hidden gem' game recommendations  
by Staff [10.20.14]
In the spirit of boosting discoverability for games of all stripes, here are just a few of the "hidden gem" titles that GDC Next featuring ADC speakers suggest you check out.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Randomness and game design 53
by Gamasutra Community [10.17.14]
On not introducing randomness into your game's design: "I believe the current assumptions with regard to randomness in strategy games are largely wrong."
Design, Console/PC, Indie, 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) 106
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


GamerGate Moderates: Addressing the Reasonable Grievances  
by Peter Randol [10.20.14]
A look at how the grievances of GamerGate can be addressed. This is not an approval of the movement but what "moderate GamerGaters" often say as the main purpose for their movement.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Is it really a bad game? A thought on game polishing! 2
by Eric Reis [10.20.14]
It is common to see around that "polishing won't make a bad game good". But I found this very misleading, as it implies that you should save your efforts. But what if a good game feels bad due to lack of polishing?
Design, Programming, Indie, Smartphone/Tablet

Developer threatens legal action against allegedly “cloned” Kickstarter game 2
by Zachary Strebeck [10.20.14]
Game attorney Zachary Strebeck looks at the threat of legal action by Indie Boards & Cards against a recently-funded Kickstarter project, Moriarty’s Machinations. Is it really a clone, or do the threats have no basis in the law?
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Alternative Sales Strategies for Digital Stores -- Coupons  
by Ulyana Chernyak [10.20.14]
The use of digital distribution has made it easier to use a variety of sales tactics and this series looks at some of the new ones developers have access to. Starting with the simple use of coupons.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Why Gamers Love to Play Alone...Together 1
by Nick Halme [10.16.14]
Taking a look at the different sort of multiplayer experience Fuel introduces to mobile games, and some of the precedents set by "traditional" gaming which we can apply to mobile with this new environment in mind.
Design, Smartphone/Tablet


InnoGames GmbH — Hamburg, Germany
[10.21.14]
Mobile Developer C++ (m/f)
Mobile Developer C++ (m/f)

Vicarious Visions / Activision — Albany, New York, United States
[10.21.14]
Art Director - Vicarious Visions
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[10.21.14]
Cinematic Animator-Temporary-Vicarious Visions
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[10.21.14]
Character Artist-Vicarious Visions
See job description.

Rumble Entertainment, Inc. — San Mateo, California, United States
[10.20.14]
Lead Designer/Creative Director


Rumble Entertainment, Inc. — San Mateo, California, United States
[10.20.14]
Senior Game Engineer


Filament Games LLC — Madison, Wisconsin, United States
[10.20.14]
Web & Interaction Designer


Filament Games LLC — Madison, Wisconsin, United States
[10.20.14]
Quality Assurance Associate


Filament Games LLC — Madison, Wisconsin, United States
[10.20.14]
Game Engineer II


Filament Games LLC — Madison, Wisconsin, United States
[10.20.14]
Game Engineer I