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July 29, 2015
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Why game devs should carry a sketchbook  
by Gamasutra Community [07.29.15]
"Here’s a bunch of examples of times where having a sketchbook was useful and some suggestions for reasons to carry one around with you."
Production, Console/PC, Indie, Smartphone/Tablet

Unity garbage collection tips and tricks 2
by Gamasutra Community [07.29.15]
"Once you start applying these principles to your own code they will quickly become second nature and you'll find yourself using them without needing think about it."
Programming, Console/PC, Indie, Smartphone/Tablet

Ouya buyout confirmed, as CEO leaves company 5
by Kris Graft [07.27.15]
After months of buyout rumors, video game hardware company Razer has confirmed its purchase of Android game platform Ouya; Ouya CEO Julie Uhrman leaving company.
Business/Marketing, Console/PC, Smartphone/Tablet

5 ways to be a terrible game designer 26
by Gamasutra Community [07.23.15]
"In the past 9 years or so of practicing design, I’ve messed it up in all of the following ways at some point or another. Here are 5 of the most troublesome yet common ways that we designers screw things up."
Design, Console/PC, Indie, Smartphone/Tablet

Free money, grocery bags, and Smarter Than You 2
by Gamasutra Community [07.27.15]
Jamie Madigan discusses the psychology of a game where "it cost YOU real money to give THEM bonus experience points and YOU got nothing out of it but warm fuzzies."
Design, Smartphone/Tablet

Reminder: GDC Europe online registration closes today  
by Staff [07.29.15]
With less than 24 hours left until online registration closes today, July 29th at Midnight UTC, GDC Europe organizers are showcasing a round of conference highlights.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC, GDC Europe

5 design strategies for effective midcore monetization  
by Gamasutra Community [07.29.15]
"They are skeptical of free to play games at first, but can become one of the most engaged and highest spending player bases on mobile if respected."
Business/Marketing, Console/PC, Smartphone/Tablet

In the wake of big layoffs, Gree International opens 2 new studios  
by Alex Wawro [07.27.15]
Gree International, the San Francisco-based Western arm of Japanese mobile game giant Gree, has opened a pair of new studios in Germany and Australia after laying off roughly 30 percent of its staff last week.
Business/Marketing, 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 24
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


How To Do User Acquisition The Right Way  
by Justin Carroll [07.29.15]
What do you think of when you hear the term user acquisition? In mobile gaming it often means paid advertising techniques executed on mobile devices. But traditionally it's meant something much more lucrative.
Business/Marketing, Smartphone/Tablet

Get Free Marketing System [File Attached]  
by Jero Juujärvi [07.29.15]
Today, I want to share you somethings good. I am giving away my personal marketing system for you, for free.
Business/Marketing, Serious, Indie, Social/Online, Smartphone/Tablet

The Two Routes to becoming an Appreneur  
by Puneet Yamparala [07.29.15]
This post consists of the tips to become a successful Appreneur. It consists of how to mold your thought in to app and the techniques to be used while coding the app.
Business/Marketing, Smartphone/Tablet

Color in Games  
by Herman Tulleken [07.29.15]
In this article we look at colors in games its function, how technology has improved color display, and how our biology affect the perception of color.
Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Maps of Jelly Splash: The Beauty in Simplicity  
by Junxue Li [07.29.15]
In this series of posts, I would evaluate the characteristics of maps of a few popular games, from the point view of an art producer. This is part 4, about Jelly Splash, a match game by Wooga.
Design, Production, Art, Smartphone/Tablet


Sega Networks Inc. — Madison, Wisconsin, United States
[07.28.15]
3D Game Artist


CrowdStar — Burlingame, California, United States
[07.28.15]
Community Manager


Gumi Europe — Paris, France
[07.28.15]
Senior Game Designer


Gumi Europe — Paris, France
[07.28.15]
Creative Producer


Gumi Europe — Paris, France
[07.28.15]
Development Manager


Zindagi Games — Camarillo, California, United States
[07.28.15]
SENIOR MOBILE GAME DESIGNER
Zindagi Games has an immediate opening for a "SENIOR" MOBILE GAME DESIGNER!

Tripwire Interactive LLC — Roswell, Georgia, United States
[07.28.15]
Project Manager/Producer
We currently need a Project Manager, reporting to the Senior Producer, to boost our production management capability, working on Killing Floor 2 and future projects.

Vicarious Visions / Activision — Albany, New York, United States
[07.28.15]
VV-Network Engineer
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[07.28.15]
VV-Tools Engineer
See job description.

Boss Fight Entertainment, Inc. — McKinney, Texas, United States
[07.27.15]
Art Director