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April 1, 2015
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Remaking Gabriel Knight: A 20th-anniversary postmortem  
by Katie Hallahan [03.31.15]
This in-depth postmortem tackles the new remake of Gabriel Knight: "we wanted to make sure we did it right -- that this game got the love, attention and hard work it richly deserved."
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet

Developing for Pebble: Squeezing an RPG into 25kB 1
by Gamasutra Community [03.31.15]
Facts and figures about developing for the popular smartwatch and the state of its games ecosystem, and a look at the creation of RPG PebbleQuest, a "labor of love."
Production, Indie, Smartphone/Tablet

10 secrets to extend your game's life 4
by Gamasutra Community [03.31.15]
"Many of these methods revolve around ways to get players to replay content or leveling systems in a new way, often incorporating some algorithmic changes or content changes."
Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet

Recreating inFamous: Second Son's neon run-effect in Unity 7
by Gamasutra Community [03.30.15]
"I was stunned by the effects the Sucker Punch team made in inFamous: Second Son. I wanted to mimic the particle effect from neon run power in Unity3D but to be scalable also for mobiles."
Programming, Console/PC, Indie, Smartphone/Tablet

Free-to-play: What about player skill? 9
by Gamasutra Community [03.27.15]
"Those 'near misses' keep the player feeling like they can beat the level, they just need to play a few more times or convert. With higher player skill, this becomes much more difficult to achieve."
Design, Smartphone/Tablet

Thinking about people: Designing games for social simulation 4
by Gamasutra Community [03.26.15]
Mitu Khandaker-Kokoris (Redshirt) comprehensive look at the elements that are essential to a good social simulation, and how those things have worked in existing games, both AAA and indie.
Design, Console/PC, Indie, Smartphone/Tablet

GDC Europe 2015 call for papers ends soon!  
by Staff [03.27.15]
Game makers, take note: The call for submissions to present lectures and panel sessions at the 2015 Game Developers Conference Europe closes Monday, March 30.
Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC, GDC Europe

Japanese devs will soon be able to pitch games using Bandai Namco IP  
by Alex Wawro [03.31.15]
Bandai Namco will soon start fielding pitches from local developers to make games that use characters from select franchises in its IP catalog, including properties like Pac-Man, Galaga and Dig Dug.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet


Best of 2014: Gamasutra's Top Games of the Year 9
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) 109
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


Game Design Deep Dive: Tippity-tapping the screen to control a tribe of monkeys in Jungle Rumble  
by Trevor Stricker [03.31.15]
Jungle Rumble is a rhythm game where players use a rhythmic-grammar control scheme. What does that mean? And how is this different from a follow-the-script rhythm game?
Design, Console/PC, Indie, Smartphone/Tablet

In Defense of Gaming: How Developers Can Protect Against the Top 5 Hacking Risks to Mobile Games  
by Rennie Allen [03.31.15]
Many mobile gaming developers have not yet fully begun to understand the ramifications on long-term revenue loss that hacking is costing them today. Developers need to realize that their piece of the pie is at risk from day one.
Business/Marketing, Serious, Smartphone/Tablet

GDC 2015 The Delayed Impressions of a Games User Researcher  
by Ben Lewis-Evans [03.31.15]
What does a Games User Researcher attending GDC for the first time (along with the Games User Researcher Summit) think of the whole thing? This is an attempt to catalog and describe my experiences, with summaries of every talk I attended.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Design, Business/Marketing, Smartphone/Tablet

For art teams: How do we recruit artists  
by Junxue Li [03.31.15]
This article has detailed steps about how we recruit artists for our team.
Design, Art, Social/Online, Smartphone/Tablet

Gamification milestones for mobile apps. Infographics.  
by Ievgen Leonov [03.31.15]
Gamification is a buzz word these days. In terms of mobile apps, bringing game elements into a non-gaming context can be the best strategy to bring fun, increase user engagement, generate more traffic, and improve monetization.
Smartphone/Tablet


N3TWORK — San Francisco, California, United States
[03.31.15]
Senior Full Stack Game Engineer
Build great, multiplayer, free-to-play games for iOS and Android with a team of experienced veterans.

Sphero — Boulder, Colorado, United States
[03.31.15]
3D Game Developer


InnoGames GmbH — Hamburg, Germany
[03.31.15]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

InnoGames GmbH — Hamburg, Germany
[03.31.15]
Software Developer C++ Mobile (m/f)
Mobile Developer C++ (m/f)

Filament Games LLC — Madison, Wisconsin, United States
[03.31.15]
Associate Producer


Filament Games LLC — Madison, Wisconsin, United States
[03.31.15]
Game Engineer


Preloaded — London, England, United Kingdom
[03.31.15]
Producers


Preloaded — London, England, United Kingdom
[03.31.15]
Unity Developers


Preloaded — London, England, United Kingdom
[03.31.15]
Game Designers


Preloaded — London, England, United Kingdom
[03.31.15]
Game Artists