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August 28, 2014
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August 28, 2014
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When Company of Heroes vets build the next Age of Empires... 1
by Mike Rose [08.28.14]
When Smoking Gun Interactive was offered the chance to pitch a mobile Age of Empires to Microsoft, the studio didn't need to be asked twice.
Business/Marketing, Console/PC, Smartphone/Tablet

'Gamers' don't have to be your audience. 'Gamers' are over. Exclusive 151
by Leigh Alexander [08.28.14]
'Game culture' as we know it is kind of embarrassing -- itís not even culture. Itís buying things, spackling over memes and in-jokes repeatedly, and itís getting mad on the internet.
Business/Marketing, Design, Programming, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

GDC Next adds fresh talks on F2P design and app store conquest 1
by GDC Staff [08.28.14]
The cofounder of YetiZen shares secret strategies for gaming the app stores and Ethan Levy offers tips on designing ethical, successful free-to-play games at GDC Next 2014 featuring ADC.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

Reminder: GDC 2015 call for submissions closes tomorrow!  
by Staff [08.27.14]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2015 Game Developers Conference in San Francisco, CA ends tomorrow (8/28). Don't miss the deadline!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

Half of UK devs plan to make games for next-gen consoles, new survey suggests 2
by Mike Rose [08.27.14]
While the majority of game developers in the UK are currently building games for mobile platforms, a new survey suggests that a boost to next-gen console development may be on the cards.
Business/Marketing, Console/PC, Smartphone/Tablet

GDC Next adds talks on Shroud of the Avatar, Wooga's 'Hit Filter'  
by GDC Staff [08.26.14]
Shroud of the Avatar developer Starr Long gives crowdsharing advice and Wooga exec Sebastian Kriese reveals how his company's proven "Hit Filter" strategy works at GDC Next 2014 featuring ADC in November.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Clash of Clans vs. Boom Beach: The hook 7
by Gamasutra Community [08.26.14]
Two Supercell games, but they have very different first time user experiences. This post contrasts what the mega-popular Finnish mobile developer changed when it made its latest game.
Business/Marketing, Design, Smartphone/Tablet

Don't Miss: Let's retire the word 'gamer' Exclusive 107
by Brandon Sheffield [08.28.14]
"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, Exclusive, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Programming, Design


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 18
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) 99
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


Managing a Crowd-funded Budget  
by Ulyana Chernyak [08.28.14]
Crowd-funding has led to many developers and first timers managing their own budget. But making use of crowd-funding to fund a studio can be tricky and today's post examines the costs that must be considered.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

A Guide to Ending "Gamers"  
by Devin Wilson [08.28.14]
Devin Wilson offers 18 weird tricks to bring about the end of "gamers". Conservative hatemongers hate him!
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Real time in game facial animation changes everything  
by Victor Didra [08.28.14]
Mixamo just announced the closed beta of real time in game facial animation via users webcams. This changes everything. Let's imagine the new opportunities.
Business/Marketing, Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

6 Key Areas in Mobile Game Testing  
by Ville-Veikko Helppi [08.28.14]
Mobile game testing differs from the regular mobile app testing. Effective mobile game testing derives from a well-structured and systematic approach, use of test automation framework and seamless integration with your agile process.
Business/Marketing, Programming, Production, Smartphone/Tablet

Constraining The Space of Possibility 8
by Mark Venturelli [08.28.14]
Game design is primarily choice design. How many choices do you want to present your players with?
Design, Console/PC, Indie, Smartphone/Tablet


Heavy Iron Studios, Inc. — Los Angeles, California, United States
[08.28.14]
Game Programming Intern


Heavy Iron Studios, Inc. — Los Angeles, California, United States
[08.28.14]
Gameplay and Engine Programmer


TapBlaze — Santa Monica, California, United States
[08.28.14]
Software Engineer, Game Programmer


Gameloft — Seattle, Washington, United States
[08.28.14]
Art Director
Mobile games dominator Gameloft, worldwide publisher of mobile and social games,is looking for a Art Director to start a new studio in Seattle.

InnoGames GmbH — Hamburg, Germany
[08.27.14]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

InnoGames GmbH — Hamburg, Germany
[08.27.14]
Mobile Developer C++ (m/f)
Mobile Developer C++ (m/f)

Big Fish Games — Seattle, Washington, United States
[08.26.14]
Engineering Manager- Studios


Big Fish Games — Seattle, Washington, United States
[08.26.14]
Senior Game Developer


Mobilityware — Irvine, California, United States
[08.26.14]
Senior UI Artist


Amazon — Irvine, California, United States
[08.26.14]
Sr. Product Manager, Game Technology