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July 31, 2015
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July 31, 2015
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Uncovering innovation in the hidden picture genre Exclusive 1
by Bryant Francis [07.31.15]
Serbian studio Eipix proves that there's a lot of innovation happening right now in the genre known as HOPA (hidden object puzzle adventures). You just have to know where to look for it...
Design, Console/PC, Smartphone/Tablet, Exclusive

Color in games: An in-depth look at one of game design's most useful tools 7
by Gamasutra Community [07.30.15]
"Knowledge about color spans across several disciplines: physics, biology, psychology, art, and design. It is a useful tool for the artist to create emotion, and for the game designer to emphasize function."
Art, Console/PC, Indie, Smartphone/Tablet

Beauty in simplicity: The maps of Jelly Splash  
by Gamasutra Community [07.31.15]
"The art style is cute and simple. The artwork takes minimal time and budget to finish. For developers who seek a good budget and quality balance, Jelly Splash gives very good inspiration."
Art, Smartphone/Tablet

Why game devs should carry a sketchbook 2
by Gamasutra Community [07.29.15]
"Heres 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 8
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

Beware: HTML and images can ruin your press emails 2
by Gamasutra Community [07.31.15]
"The point I'm trying to make is that plain text with images attached is really your best bet for emailing the press. If you feel like you have to use HTML formatting, be careful."
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Capcom has the power of gambling to thank for its latest gains  
by Christian Nutt [07.30.15]
A Resident Evil 6 gaming machine launch helps grow Capcom's revenues, contributing to a 52 percent gain year-on-year.
Business/Marketing, Console/PC, Smartphone/Tablet

EA doing well on digital revenues... for now  
by Christian Nutt [07.30.15]
No matter how you look at it, the company has transitioned to digital from packaged games, and is making money -- but Wall Street isn't thrilled all the same.
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 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

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: An in-depth look at one of game design's most useful tools 7
by Herman Tulleken [07.29.15]
In this article we look at color 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

An Honest Con Artist - A Game Dev's Take on Peter Molyneux  
by Doru Apreotesei [07.29.15]
"Ultimately, there are pitfalls that will make a mess of any way of working. One of my sayings is that theres no development methodology thatll save us from having to properly do our jobs."
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Social/Online, Smartphone/Tablet


Galxyz Studios — Mountain View, California, United States
[07.30.15]
Sr. Game Developer
Senior Unity 3D programmer to help build an intergalactic science adventure!!

WB Games — San Francisco, California, United States
[07.30.15]
Senior Software Engineer


WB Games — San Francisco, California, United States
[07.30.15]
Sr. UX/UI Designer


Boss Fight Entertainment, Inc. — McKinney, Texas, United States
[07.30.15]
Senior Software Engineer


NetherRealm Studios — Chicago, Illinois, United States
[07.30.15]
Senior Software Engineer
NetherRealm Studios, a division of WB Games Inc. seeks asoftware engineer to join the team behind the “Mortal Kombat X”, "Injustice" and “WWE Immortals” mobile games. Our small, creatively-independent team brings premium action games to the iPhone and iPad, utilizing WB's most valuable and exciting properties.

Gameloft — New York, New York, United States
[07.30.15]
Narrative Designer


Game Circus LLC — Addison, Texas, United States
[07.29.15]
Data Scientist


MindBlown Labs — Oakland, California, United States
[07.29.15]
Producer


Tango - Austin — Austin, Texas, United States
[07.29.15]
UI Designer
Tango Austin is looking for a talented UI Designer to create amazing user experiences for mobile games. The ideal candidate should have an eye for clean, artistic and appealing design, possess superior UI skills and be able to translate high-level design requirements into interaction flows and iconology, and transform them into beautiful, intuitive, and functional user interfaces.?

Tango - Austin — Austin, Texas, United States
[07.29.15]
Software Engineer - Server
Tango Austin is looking for talented software engineers to join our studio-wide server team. A successful candidate will be responsible for designing and implementing reusable server solutions across multiple game teams.