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May 28, 2015
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May 28, 2015
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Smooth moves: Designing VR games that won't make players sick Exclusive 4
by Alex Wawro [05.27.15]
Gamasutra chats with a few VR game designers to figure out what they've learned about not making people sick, and how other developers can apply those learnings to their own projects.
Design, Console/PC, Indie, Smartphone/Tablet, Exclusive

Come to GDC Europe and learn how Bohemia nabs DayZ cheaters  
by Staff [05.27.15]
Make time to attend GDC Europe 2015 this August and learn how Bohemia Interactive fought back against cheaters during development of its hit Early Access title DayZ.
Business/Marketing, Programming, Production, Console/PC, Social/Online, Smartphone/Tablet, GDC, GDC Europe

Video: Designing an immersive user interface for Hearthstone 4
by Staff [05.22.15]
Hearthstone senior UI designer Derek Sakamoto breaks down Blizzard's approach to UI design at GDC 2015, in the process shedding light on how you can best craft a great UI for your own game.
Design, Art, Smartphone/Tablet, Video, Vault

How to use Photoshop Layer Styles: An advanced guide for game illustrators 9
by Gamasutra Community [05.22.15]
"If you're like many Photoshop users, you might not use Layer Styles much. Or maybe you think that they're only good for cheesy bevel and drop shadow effects. Actually, Layer Styles can be very powerful."
Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Point-and-click in the age of touch: Interface design for adventure games 1
by Gamasutra Community [05.22.15]
"Create something new nobody has seen before that ultimately fits your game! Seriously! I'd like to encourage that! There should be more adventure games with innovative and new interfaces."
Design, Console/PC, Indie, Smartphone/Tablet

Starting up a game business: Contemplating processes 4
by Gamasutra Community [05.22.15]
A blog about "the dangers of processes, what is important to consider about them and how to avoid pitfalls when using any given methodology."
Production, Smartphone/Tablet

Apple to release full Apple Watch SDK this fall, with beta soon  
by Christian Nutt [05.27.15]
Apps have yet to wow reviewers and early adopters, but a new and improved SDK for the device will be released as a beta in early June.
Programming, Production, Smartphone/Tablet

Get a job: Turbine seeks a Senior Mobile Engineer  
by Staff [05.27.15]
The house responsible for that Infinite Crisis MOBA and the venerable Lord of the Rings Online needs an experienced software engineer to work on mobile projects in its Needham, Massachusetts office.
Programming, Smartphone/Tablet, Recruitment


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 23
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


Of the importance of the form factor  
by Thomas Bidaux [05.27.15]
Looking at how form factor (or my own definition of it I guess) plays a key role in the design of video games.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Closing Game Oven: numbers and struggles 4
by Adriaan de Jongh [05.27.15]
After 3.5 years of making unique social games like Fingle and Bounden, Game Oven closed doors April 2015. Adriaan talks about Game Oven's costs, game sales, the role of community to their business, and reflects on the struggles that closed Game Oven.
Business/Marketing, Design, Production, Indie, Smartphone/Tablet

Discussing Positive False Choices in Game Design  
by Josh Bycer [05.26.15]
The concept of false choices is revisited in today's post, but looking at when things are too good and rendering the choice moot
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Trick to Using Push Notifications to Instantly Boost the Number of Active Users for Your App  
by Puneet Yamparala [05.26.15]
This is a weekend summary post, it consists of the best posts from App Entrepreneurs Association. The main intention of the posts is to help app entrepreneurs in getting better app downloads and also help them converting ideas in to apps
Business/Marketing, Smartphone/Tablet

Postmortem - Invasion 101: Perception (Mobile VR Game Jam)  
by Kyle D\'Aoust [05.26.15]
Invasion 101: Perception is essentially "Where's Waldo?" for mobile VR. It was developed by a team of three developers consisting of two artists and a programmer(myself). We made this as part of the Oculus Mobile VR Game Jam.
Design, Programming, Indie, Smartphone/Tablet


Hidden Variable Studios — Los Angeles, California, United States
[05.27.15]
Programmer
Come join Hidden Variable Studios – a small, experienced team of indie developers based in Los Angeles, CA. With three titles and over 15 million downloads to our name, we’re seeking a wildly talented programmer who is in it for the long haul and wants to put their creativity, love of technology and passion to use. Help us turn something incredible into a reality.

Turbine Inc. — Needham, Massachusetts, United States
[05.27.15]
Senior Mobile Software Engineer
Senior Mobile Software Engineer

Shiver Entertainment — Miami, Florida, United States
[05.27.15]
Executive Producer
We are looking for a seasoned Professional with AAA title experience to make the best games in the world, in sunny Miami!

Turbine Inc. — Needham, Massachusetts, United States
[05.27.15]
Senior Mobile Server Engineer
Senior Mobile Server Engineer needed to support exciting IPs!

Next Games — Helsinki, Finland
[05.27.15]
Senior Game Programmer


Filament Games LLC — Madison, Wisconsin, United States
[05.26.15]
Associate Producer


Nordeus — Belgrade, Serbia
[05.26.15]
Senior 3D Artist
Become the polygon sculptor of our games! Nordeus is looking for a talented and experienced 3D Artist to join our Art team!

Nordeus — Belgrade, Serbia
[05.26.15]
Lead Game Designer
Nordeus is looking for talented Lead Game Designers to manage the design effort of the new games. We are looking for skilled and creative people, confident in the face of new trends and ready to work on the cutting edge of the industry.

Rising Tide Games — New York, New York, United States
[05.25.15]
Product Manager


Rising Tide Games — New York, New York, United States
[05.25.15]
Junior Infrastructure Engineer