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May 19, 2013
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'Coercive' free-to-play, or treating your players like a disease 31
by Gamasutra Community [05.17.13]
Monetization consultant Ramin Shokrizade explains how many free-to-play games are "coercive" towards players -- and how, inevitably, these business models will stop working.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

The $3 million (per day) man 7
by Christian Nutt [05.17.13]
Kazuki Morishita, president of GungHo Online, had the original idea for smash mobile hit, Puzzle & Dragons, which rakes in a reported $3 million each day. Where does GungHo go from here?
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet

Blog: Don't rip off your community 6
by Gamasutra Community [05.17.13]
Raptr CEO Dennis Fong explains how "milking players for cash" isn't the right way to make a profit from games -- when "what’s good for the player is often good for business."
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Sid Meier's still making stuff, and he'll probably never stop Exclusive 9
by Kris Graft [05.16.13]
Even as so many veterans eventually find themselves as hands-off managers, Civilization creator Sid Meier makes sure he's on the front lines, making video games.
Design, Programming, Smartphone/Tablet, Exclusive

GDC Europe 2013's first talks feature Broken Age, Remember Me  
by GDC Staff [05.16.13]
GDC Europe 2013's first set of announced talks include lectures on Dontnod's Remember Me, scalability for Double Fine's Broken Age, and insight from streaming game video provider Twitch.tv.
Console/PC, Indie, Social/Online, Smartphone/Tablet

Opinion: Let's retire the word 'gamer' Exclusive 101
by Brandon Sheffield [05.15.13]
"The word 'gamer' is regressive. It accepts the portrait of us painted by the mainstream news media, and every time I hear it or read it it actually makes me feel a little sick."
Audio, Design, Programming, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Average U.S. mobile game spending reaches a new high - report 1
by Mike Rose [05.16.13]
Average U.S. consumer spending on mobile games reached a new high of $12 during April, although the mobile space saw a slight decline in spending for the first time in half a year.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet

iOS App Store optimization: The basics 3
by Gamasutra Community [05.16.13]
This quick-hit blog post lists the essential things you need to keep in mind for your App Store listing -- making sure that you don't fail to connect with your players at the finish line.
Business/Marketing, Smartphone/Tablet


Killer & Dragons: The GungHo and Grasshopper Interview 7
by Christian Nutt [05.17.13]
His company went from an unknown to beating Nintendo for market cap thanks to the success of Puzzle & Dragons, and in this interivew, Kazuki Morishita explains his personal management style to Gamasutra -- joined by Goichi "SUDA51" Suda, whose studio, Grasshopper Manufacture, he recently acquired.
Business/Marketing, Interview, Console/PC, Smartphone/Tablet

From XNA to MonoGame 10
by Dean Ellis [05.15.13]
If you created a game in XNA, its discontinuation doesn't mean that you have to start over from scratch. Enter MonoGame, an open-source implementation of the XNA 4 API -- and this tutorial to help you use it.
Programming, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet

Secrets of Quick Iteration in the Core Social Space 7
by Gabi Shalel [05.13.13]
How do you react to the speed of the mid-core social market -- incorporating ideas from fans and developers while getting updates out there quickly? Total Domination developers Plarium explain.
Design, Production, Social/Online, Smartphone/Tablet

Managing Risk in Video Game Development 7
by Paul Tozour [05.03.13]
How do you best manage risk when creating a game? Using this article and the attached spreadsheet, you can better identify the problem areas in your game and get a sense of whether any decisions you are making actually make business sense.
Business/Marketing, Production, Console/PC, Social/Online, Smartphone/Tablet

A Mini-Postmortem Roundup 5
by Game Developer Magazine Staff [04.29.13]
Game Developer magazine has put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's FTL (PC), KIXEYE's War Commander (social), and ]['s Dyad (console).
Business/Marketing, GD Mag, Smartphone/Tablet, Indie, Console/PC, Game Developer Magazine, Production, Postmortem, Design, GD Mag Exclusive


Armored Drive Post Mortem: How We Lost on IAP  
by Charles Cox [05.18.13]
4gency's founder looks back at a first year of lessons as a mobile/tablet developer. Lesson one shows how hard it can be to make money in the arcade genre with in-app purchases.
Business/Marketing, Smartphone/Tablet

Speaker for the Data  
by Dana Ruggiero [05.17.13]
Game researchers seek to understand gaming in multiple contexts using an objective data set. Without access to the big data sets that most game companies, platforms, and ISPs collect we are stymied.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Immersion in mobile gaming – what affects it? 1
by Przemyslaw Szczepaniak [05.16.13]
In this entry I'm trying to figure out which factors immerse us to play mobile games, and how different this is from playing games on PC's or consoles.
Design, Smartphone/Tablet

Stop baking 3rd party products you don't own or control into your games  
by Ben Lowry [05.16.13]
Backend services have become mandatory and relying on 3rd party services that can stop existing, get banned, not support all platforms equally, and relinquish ownership of data and player's experiences is a mistake we don't have to make.
Business/Marketing, Design, Production, Indie, Social/Online, Smartphone/Tablet

Developers: Community matters, so stop milking players for cash 6
by Dennis Fong [05.15.13]
Raptr CEO Dennis Fong examines the concept of Community as a Service, where the real key to a successful game is a successful online community. Dennis points to League of Legends, Team Fortress 2 and EVE Online as examples of thriving communities.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet


App Minis LLC — San Francisco, CA, USA
[05.17.13]
Senior Unity Game Programmer

Programmer / Engineer, Smartphone / Tablet Games

Electronic Arts - EA PLAY — Austin, TX, USA
[05.17.13]
Gameplay Engineer

Programmer / Engineer, Social / Online Games, Smartphone / Tablet Games

Virdyne Technologies — Sugar Land, TX, USA
[05.16.13]
Software Engineer, iOS/Mobile

OTHER, Programmer / Engineer, Smartphone / Tablet Games

Off Base Productions — San Francisco, CA, USA
[05.16.13]
Senior Front End Software Engineer
Based in San Francisco, Off Base specializes in technology-driven content focused in the gaming space. Founded in 2004, Off Base is a privately funded, highly profitable company working with many of the biggest publishers in the industry, including Sony, Nintendo, EA, Zynga, Capcom, etc. We’re developing Digiman™, a software solution that allows for dynamic digital content to be displayed on next gen consoles, web, mobile and tablets and are looking for talented individuals to help us get there.
Programmer / Engineer, Console / PC Games, Smartphone / Tablet Games

Off Base Productions — San Francisco, CA, USA
[05.16.13]
Web Application Developer
Based in San Francisco, Off Base specializes in technology-driven content focused in the gaming space. Founded in 2004, Off Base is a privately funded, highly profitable company working with many of the biggest publishers in the industry, including Sony, Nintendo, EA, Zynga, Capcom, etc. We’re developing Digiman™, a software solution that allows for dynamic digital content to be displayed on next gen consoles, web, mobile and tablets and are looking for talented individuals to help us get there.
Programmer / Engineer, Console / PC Games, Smartphone / Tablet Games

Shenandoah Studio — Philadelphia, PA, USA
[05.15.13]
Lead Artist required to bring board and war games to iOS

Art / Animation, Smartphone / Tablet Games

Secret Location — Toronto, ON, CAN
[05.15.13]
Unity Developer

Smartphone / Tablet Games

Shenandoah Studio — Philadelphia, PA, USA
[05.15.13]
Lead Game Developer (iPad Board Games)

Programmer / Engineer, Smartphone / Tablet Games, App Developers

Shenandoah Studio — Philadelphia, PA, USA
[05.15.13]
Lead Game Developer (iPad Board Games)

Programmer / Engineer, Smartphone / Tablet Games, App Developers

Insomniac Games — Burbank, CA, USA
[05.14.13]
iOS Programmer
Insomniac Games is an award-winning independent developer with studios in Burbank, California and Durham, North Carolina. Insomniac has sold over 40 million games worldwide, and created three of gaming’s most recognizable franchises: Ratchet & Clank, Resistance and Spyro the Dragon. We are currently developing our first multi-platform game, Fuse, as well as our browser-based game -Outernauts. We also have been named one of the Best Places to Work- come check us out!
Programmer / Engineer, Smartphone / Tablet Games