Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
May 25, 2016
PR Newswire
View All
View All     Submit Event






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


How to choose the best publisher for your mobile game  
by Gamasutra Community [05.24.16]
"The goal of this article is to provide fellow developers an actionable framework with which they can pursue and evaluate the suitability of different publishers on their business case."
Business/Marketing, Smartphone/Tablet

Inks turns pinball into a canvas for gorgeous abstract art 1
by Jennifer Allen [05.23.16]
“I wanted the levels to look like they could be printed and hung on the wall," says developer Luke Whittaker. "It’s basically about making a beautiful experience for people.”
Design, Art, Indie, Smartphone/Tablet, Video

Global Accessibility Awareness Day: What we learned  
by Gamasutra Community [05.23.16]
"I've also been keeping an eye out for game accessibility related tweets, articles and so on, and have listed the ones I've come across below."
Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet

Embracing fully-localized code for each mobile game territory  
by Gamasutra Community [05.25.16]
"Our decision to create a country-specific version of DDTankM has vastly increased installs -- contributing to a wealth of happy players in Brazil. This is definitely the way to go!"
Business/Marketing, Programming, Production, Art, Smartphone/Tablet

Survivor error: Don't learn the wrong lessons from success  
by Gamasutra Community [05.25.16]
"When the focus is just on the things that fared well, it's easy to overlook certain traits that we take for granted. Sometimes, these are the qualities that end up being crucial towards the success of the end product!"
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Blog: Achievements are permission 3
by Gamasutra Community [05.24.16]
"Achievements, be they for getting every ending or finding every doodad, encourage the player to explore choices not make them. It encourages a distance between the player and their choices."
Design, Console/PC, Indie, Smartphone/Tablet

Blog: The future of game engines and cloud technology 1
by Gamasutra Community [05.24.16]
"What a real-time, cloud-based system provides is a much more streamlined approach to a developer’s process while greatly enhancing the collaboration and communication among its members."
Programming, Production, Console/PC, Indie, Smartphone/Tablet

New insights into the spending patterns of whales 2
by Gamasutra Community [05.24.16]
"One of the common misconceptions about whales is that they are indiscriminate spenders who can afford anything offered to them. However, in many cases whales are anything but."
Business/Marketing, Smartphone/Tablet



Self-evolving game content using player feedback  
by Daniël van der Meulen [05.25.16]
Using procedural content always us to generate a lot of content in a short amount of time. It has, however, pitfalls when it comes to living up to the expectations of the player. But what if we could make our generated content self-evolving?
Design, Programming, Production, Indie, Social/Online, Smartphone/Tablet

Gameplay Flow – Designing for Player Immersion  
by Hazel Bradshaw [05.25.16]
We all know the feeling of being so immersed in a game that we lose all track of time. Well, this feeling of deep immersion is known in Positive Psychology circles as: Flow. It's comprised of eight stages and can be designed into any gameplay experience.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Am I doing this Right?!  
by Chris Zampese [05.25.16]
The most persistent question during the development of my first game 'CataPoultry' was 'Am I doing this right'? Turns out, I had the question wrong...
Design, Programming, Indie, Smartphone/Tablet

5 Reasons Why You Want to Quit Clash Royale 3
by Michail Katkoff [05.24.16]
Clash Royale is probably the best game ever released for touchscreen devices. It's fun, beautiful, fast, aggressive, full of emotions and yet you're just waiting for the day when you'll finally have the courage quit playing it.
Design, Smartphone/Tablet

The anatomy of mission in The Man From U.N.C.L.E.  
by Joey Fladderak [05.24.16]
In this post I will explain how we created a system that our designers could use to quickly create a wide variety of missions for The Man From U.N.C.L.E. game.
Design, Programming, Smartphone/Tablet


SYBO Games — Copenhagen, Denmark
[05.25.16]
Game Play Engineer


SYBO Games — Copenhagen, Denmark
[05.25.16]
Senior F2P Game Designer


Vicarious Visions / Activision — Albany, New York, United States
[05.25.16]
Character Artist-Temporary
See job description.

Age of Learning, Inc. — Glendale, California, United States
[05.24.16]
Service Desk Technician


War Drum Studios — Gainesville, Florida, United States
[05.23.16]
Game and Systems Programmer


Apex Systems — Warren, New Jersey, United States
[05.23.16]
15+ Virtual Reality Developer Opportunities (OpenGL, WebGL, OpenCV)
Can you build beautiful mobile applications using OpenGL? We have an industry changing opportunity with cutting edge R&D group. Looking for mobile, OpenGL, game developers!

Planet3 — Washington, District of Columbia, United States
[05.23.16]
Web Software Developer


codeSpark — Pasadena, California, United States
[05.22.16]
Director, Growth and Marketing Strategy


Glu Mobile — San Mateo, California, United States
[05.20.16]
3D Animator


Nix Hydra — Los Angeles, California, United States
[05.20.16]
Art Director