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December 22, 2014
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December 22, 2014
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Gamasutra Best of 2014: Brandon Sheffield's 'F2P mobile games I'm still playing for some reason'  
by Brandon Sheffield [12.22.14]
"I know exactly why I'm playing these games, but that old pretense that free-to-play games aren't 'real' is still fun to play with. They're designed to retain players."
Business/Marketing, Design, Smartphone/Tablet

Gamasutra's Best of 2014: Simon Carless' Top 5 Games 1
by Simon Carless [12.22.14]
"I'm super happy that lists of best games are getting a lot more personal. I tend to like titles which appeal to my borderline ADD issues - quick replayable games that have some interesting skill elements."
Console/PC, Indie, Smartphone/Tablet

Gamasutra's Best of 2014: Leigh Alexander's Top 5 Games 6
by Leigh Alexander [12.19.14]
Here are the five games that I think were most important this year; most expressive of the year, most likely to be remembered (by me) in later years. I like games that feel good and have something to say.
Design, Programming, Console/PC, Indie, Smartphone/Tablet

Gamasutra's Best of 2014: Phill Cameron's Top 5 Games 2
by Phill Cameron [12.19.14]
2014 marked a year where the best games were those that experimented with new ways to play, both from a mechanical and a narrative viewpoint.
Design, Console/PC, Indie, Smartphone/Tablet

From console to mobile: 38 days later 5
by Gamasutra Community [12.18.14]
"I am 38 days into mobile. Are my 20 years of console experience applicable to mobile? What are the differences between console and mobile? What is it like to be a mobile producer?"
Production, Console/PC, Smartphone/Tablet

Gamasutra's Best of 2014: Alex Wawro's Top 5 Games 2
by Alex Wawro [12.18.14]
As the temperature drops and the game industry continues its sleepy shuffle through the holiday season, many of us turn to reflect on a simple question: what the hell was this year in games all about?
Design, Console/PC, Indie, Smartphone/Tablet

The Game Outcomes Project: Learning how teams succeed and fail 18
by Gamasutra Community [12.17.14]
"We have seen that four factors – project duration, team experience, financial incentives, and re-use of an existing game engine from a similar game – have clear correlations with game project outcomes."
Production, Console/PC, Social/Online, Smartphone/Tablet

How to estimate the time needed for game localization  
by Gamasutra Community [12.22.14]
A quick guide for both the localization company and the game developer or publisher -- how to create a realistic estimate of the time it'll take and, then, the cost of that time.
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, 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 17
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) 108
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


The Power of Advertising and Cornering the Casual Market  
by Ulyana Chernyak [12.22.14]
Discoverability for the mobile and casual markets is becoming increasingly more difficult and today's post looks at how the ones who are already on the top are leveraging advertising to continue their dominance of the market.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Plague, Inc. Evolved – Pathological Speed Chess  
by Mary Lee Sauder [12.22.14]
Plague, Inc. Evolved is a strategy game about wiping out humanity with a plague. I hate strategy games and disease, but I love this thing. Its use of pacing and tension craft a unique experience every time - a storytelling device unique to games.
Audio, Design, Programming, Art, Console/PC, Smartphone/Tablet

My Top Five for 2014  
by Benjamin Gifford [12.22.14]
My list of games that I've been playing and replaying in 2014.
Production, Console/PC, Indie, Smartphone/Tablet

What Developers Can Do About Pirating Games  
by Ulyana Chernyak [12.19.14]
Piracy is a serious concern for game developers and today's post looks at some of the options available to designers to try and combat piracy.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Advice For New Gear VR Developers  
by E McNeill [12.19.14]
Some tips on developing for the Gear VR, the mobile VR headset from Samsung and Oculus.
Design, Programming, Production, Indie, Smartphone/Tablet


GREE International — Vancouver, British Columbia, Canada
[12.19.14]
Senior Product Manager
Senior Product Manager - GREE Canada, Vancouver BC

Shiver Entertainment — Miami, Florida, United States
[12.19.14]
Senior Game Designer
We're looking for a experienced, passionate, and motivated Senior Game Designer who lives and breathes games and is passionate about a broad range of genres and platforms.

Rumble Entertainment, Inc. — San Mateo, California, United States
[12.19.14]
Game Analyst


GameDuell — Berlin, Germany
[12.19.14]
Lead Mobile Games Developer (iOS/Android)


PlayRaven — Helsinki, Finland
[12.19.14]
GAME LEAD


Gameloft — New York, New York, United States
[12.18.14]
Technical Director
Mobile games dominator Gameloft, worldwide publisher of mobile and social games, is looking for a skilled Technical Director.

Rumble Entertainment, Inc. — San Mateo, California, United States
[12.18.14]
Senior Platform Engineer


Irrational Games — Quincy, Massachusetts, United States
[12.18.14]
IT Manager


Nonstop Games — Singapore, Singapore
[12.18.14]
Producer
Leading and motivating a top team of 7-8 developers, artists and designers, you’ll be the inspiration behind the creation, launch and growth of new mobile games.

Filament Games LLC — Madison, Wisconsin, United States
[12.17.14]
Game Artist