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April 26, 2015
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April 26, 2015
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How a closed beta helped us improve our game: Findings and tips  
by Gamasutra Community [04.23.15]
"Our closed beta helped us to identify new issues and confirm the list of changes that we already discussed within the team but needed a fresh perspective for. It was a very helpful and illuminating experience."
Production, Indie, Smartphone/Tablet

In-app purchases for indie mobile games: A smart freemium strategy 2
by Gamasutra Community [04.23.15]
"You need to make sure that your in-app purchase strategy isnít overly complex. If you start small and think of your IAPs as a way to engage new users, youíll be well on your way to success."
Business/Marketing, Smartphone/Tablet

Progression control in SimCity BuildIt: A design analysis 4
by Gamasutra Community [04.22.15]
"The means of controlling the progression in SimCity BuildIt are subtle but very effective. The designers have tuned it in a way to ease the player smoothly into the habit and hobby phase."
Design, Smartphone/Tablet

Q&A: Wrist-mounted game design on the Apple Watch Exclusive  
by Alex Wawro [04.22.15]
Gamasutra speaks to I Am Bread developer Bossa Studios to understand why they're making an Apple launch game, Spy Watch, and what they've learned about making good smartwatch games.
Design, Smartphone/Tablet, Exclusive

Exploring the golden cohort: Your best free-to-play users 6
by Gamasutra Community [04.22.15]
"The results have shown that your Golden Cohort players will: Spend more in terms of frequency of transactions and be prone to spending on the more expensive items in the store."
Business/Marketing, Smartphone/Tablet

Fixing Unity's tendency for object coupling: The MessageBus 17
by Gamasutra Community [04.22.15]
"Unity forces coupling straight from their first tutorial. Thatís absurd. In order to solve this, weíve created a Messaging system that allows objects to broadcast messages when events happen."
Programming, Console/PC, Indie, Smartphone/Tablet

Video blog: Games, puzzles, and contests 1
by Gamasutra Community [04.22.15]
Designer and lecturer Lewis Pulsipher runs down the distinctions: "pure games never have always-correct solutions to the whole game" while "you cannot lose to a puzzle, though you may give up."
Design, Console/PC, Indie, Smartphone/Tablet

Peter Molyneux: Talking to the press too early can be your undoing 5
by Brandon Sheffield [04.24.15]
Peter Molyneux, discussing his techniques for iterative development at Reboot Develop, says that talking to the press about your current idea of what your game will be can be a mistake.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, 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 19
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 Tune a Simulation Game 1
by Robert Zubek [04.24.15]
Here's how we balanced our last game using a simple model built in MS Excel.
Design, Console/PC, Indie, Smartphone/Tablet

Understanding attribution of royalty-free game and blog content  
by Zachary Strebeck [04.24.15]
Game lawyer Zachary Strebeck takes a look at the attribution requirements for some stock content sites and offers some insight into finding out what your responsibilities are when using royalty-free content.
Audio, Business/Marketing, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Apple Watch: The Birth of Micro-Gaming  
by Robert Jackson [04.24.15]
The Apple Watch will push smartwatches into the mainstream and make them a viable new gaming platform. But inherent platform limitations will require developers to re-think game design, I call it "micro-gaming".
Design, Smartphone/Tablet

Game Monetisation Europe will teach us how to pay the bills  
by Nick Hatter [04.23.15]
As a member of several game development communities, a contentious (yet popular) topic seems to be the 'M' word: monetisation.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Are actual players less skilled than 20 years ago? 6
by Jaime Dominguez-Blazquez [04.23.15]
How we discovered that mobile games aren't suited for average players. Casual gamers are not what we used to call 'players' 20 years ago.
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

Muti Labs — Santa Monica, California, United States
Senior Game Engineer (Mobile / Unity)

2K Las Vegas — Las Vegas, Nevada, United States
Lead QA Tester
Leads a team in executing test plans on pre-release versions of software to detect and record product defects.

Disruptor Beam, Inc. — Framingham, Massachusetts, United States
Lead 3D Artist
Lead 3D Artist - Star Trek, Game of Thrones, fantasy/horror/sf licensed IP

Shiver Entertainment — Miami, Florida, United States
Senior Game Programmer C++
C++ experience is a MUST! Senior Software Engineer/Programmer with 5+ years experience, preferably in game design and development. Programming experience in: Java, Javascript, Objective-C and/or Unity is preferred. Mobile Development experience is a plus.

Shiver Entertainment — South Miami, Florida, United States
Senior Software Engineer - Game Client
Minimum 5 years experience, must be proficient with C++, must have strong passion for games/games industry

Shiver Entertainment — South Miami, Florida, United States
Senior Software Engineer - Server Infrastructure
Hands-on Art Director, Minimum 5 years games industry experience, multiple shipped game titles, impressive portfolio or demo reel

Shiver Entertainment — Miami, Florida, United States
Art Director (Hands-On)
Art Director (Hands-On) with Game Development experience and minimum 5 years as an Art Director. Must have successfully shipped multiple titles (AAA Console, PC/Online, Mobile or Tablet) as an Art Director. Prefer somone within the Game or Movie industry.

Perfect World Entertainment — Redwood City, California, United States
Sr. Concept Artist (Mobile)

Sega Networks Inc. — San Francisco, California, United States
Embedded QA Manager

Sega Networks Inc. — Philadelphia, Pennsylvania, United States
Game Systems Designer