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September 4, 2015
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September 4, 2015
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Procedural dungeon generation algorithm 9
by Gamasutra Community [09.03.15]
A simple, flexible, and programmatic way to create randomly-generated dungeons for a roguelike, described with helpful images and code examples.
Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

Report: The world's most popular, most profitable iOS games are 3 years old 9
by Alex Wawro [09.02.15]
A new App Annie report posits that 2 games released in 2012 are the most popular, most profitable iOS games of all time, and the top 10 most popular iOS games of all time are all at least 2 years old.
Business/Marketing, Console/PC, Smartphone/Tablet

5 ways to turbo-charge your LTV  
by Gamasutra Community [09.03.15]
"LTV is the ultimate benchmark of how your game is doing in terms of revenue, and it informs how you invest your budget and how you design your retention and re-engagement strategies."
Business/Marketing, Smartphone/Tablet

Don't Miss: The Gamasutra community's game developer flashcards 8
by Gamasutra Community [09.04.15]
Developers like you from across Gamasutra's community contributed to this quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Report: Gameloft lays off Tokyo devs weeks after debut game launch  
by Alex Wawro [09.04.15]
Gamasutra has received reports that nearly 100 people lost their jobs at Gameloft Tokyo this summer due to poor performance of the studio's recently-released debut game, Magna Memoria.
Business/Marketing, Smartphone/Tablet

5 years to create a mobile adventure: A postmortem of Heroki 1
by Gamasutra Community [09.04.15]
"Developing Heroki was an incredible journey that was rewarding on several levels. Weíve learned so much about game development and working with a big publisher in the last 5 years."
Business/Marketing, Design, Programming, Production, Art, Smartphone/Tablet

Chinese game firm Shanda invests $30 million in Berlin mobile studio  
by Christian Nutt [09.03.15]
Shanda has merged together two of its owned studios and, by adding a major Western branch, created something altogether new.
Business/Marketing, Smartphone/Tablet

Jeffrey Hilbert, founder of notable games agency DDM, stepping down 1
by Christian Nutt [09.03.15]
The agency, whose clients includes studios like FromSoftware, Ninja Theory, and PlatinumGames, is seeing its founder step away from a leading role.
Business/Marketing, Console/PC, 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 25
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

Kickstarter Launch in 72 Hours: or How to Stress Yourself Out  
by James Bennett [09.04.15]
72 hours before campaign launch. Where is that stress ball?!?
Design, Programming, Production, Indie, Smartphone/Tablet

Starting up a game business: Working with Minimum Viable Products  
by Juha Vainio [09.03.15]
Epic Owl's CEO Juha Vainio writes about the meaning of Minimum Viable Products in mobile game production.
Design, Production, Indie, Social/Online, Smartphone/Tablet

How to calculate the lifetime value: the review of methods 1
by Vasiliy Sabirov [09.03.15]
Devtodev lead analyst Vasiliy Sabirov describes all major methods of LTV calculation - from easiest and less exact, to the most complex and as accurate as a clock.
Business/Marketing, Social/Online, Smartphone/Tablet

5 ways to turbo-charge your LTV  
by Mark Rosner [09.02.15]
LTV, the lifetime value of a customer, is one of the most important metrics for game developers to track. It is the ultimate benchmark of how your game is doing in terms of revenue. You can calculate LTV lots of ways, but this shares how you can increase.
Business/Marketing, Smartphone/Tablet

We Should Patch Our Games 3
by Keith Burgun [09.02.15]
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.
Design, Production, Console/PC, Indie, Smartphone/Tablet

En Masse Entertainment — Seattle, Washington, United States
Community Manager Team Lead
En Masse Entertainment (EME) is looking for someone skilled in community management and communication to lead our Community Team. As the community manager team lead, you will manage a small team focused on building and strengthening our community of PC and mobile gamers. This role represents our games and our company to the community, while advocating for our players internally. This is an exciting opportunity to expand your community management skills!

Gamaya Inc — Sunnyvale, California, United States

PlayQ — Santa Monica, California, United States
Level Designer
PlayQ is looking for an outstanding Level Designer to contribute to our continuing development of world-class mobile games targeting a mass market. The ideal candidate is talented, creative, passionate, flexible, and eager to make their mark in the popular and competitive casual puzzle game space. Core responsibilities include building fun, clever, and rewarding puzzle game levels, performing ongoing tuning based on testing, data metrics, and a deep awareness of casual puzzle game genres and competitive products, and performing comprehensive quality assurance (QA) for new game and app features.

Filament Games LLC — Madison, Wisconsin, United States

Sega Networks Inc. — Philadelphia , Pennsylvania, United States
Senior Artist

PLAYSTUDIOS — Austin, Texas, United States
Sr. Database Administrator
We’re looking for an experienced Sr. Database Administrator to join the PLAYSTUDIO’s team. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If you’re a smart, creative, ambitious engineer committed to building stellar products, we want to talk to you.

Sega Networks Inc. — Philadelphia, Pennsylvania, United States
Unity Developer- Philadephia

WB Games — San Francisco, California, United States
Systems and Tools Engineer

Galxyz Studios — Mountain View, California, United States
Sr. Game Developer
Senior Unity 3D programmer to help build an intergalactic science adventure!!

Limbic — San Francisco, California, United States
Senior Software Engineer (Client, Gameplay Programmer, C++)