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September 21, 2014
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September 21, 2014
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Carmack's battle to bend Samsung to his will with Gear VR  
by Christian Nutt [09.20.14]
For the last year, John Carmack has been working on mobile VR at Oculus -- in close partnership with phone manufacturer Samsung. Here's his take on what's been happening.
Programming, Smartphone/Tablet

Procedural generation: By molecule or mythology 7
by Gamasutra Community [09.19.14]
"This post will help you choose the best 'zoom level' for your game. It’s part post-mortem, part raw idealism, and entirely intended to be just one way to think about design within a procedurally generated system."
Design, Programming, Console/PC, Indie, Smartphone/Tablet

Tips for game artists, from Rockstar's former art director Exclusive 3
by Kris Graft [09.19.14]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Design, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Report: Average time spent on Android games highest in the West  
by Alex Wawro [09.19.14]
A new report from mobile analytics firm Flurry suggests that Android games still see the greatest daily playtime in the West -- specifically Germany, Russia and the United States.
Smartphone/Tablet, Business/Marketing

Making educational games for the younger you 6
by Gamasutra Community [09.19.14]
"During this convergence of opposing chapters in our lives, all of a sudden the boring term ‘educational game’ doesn’t seem to be the big YAWN it used to be."
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Keys to working with offsite writers  
by Gamasutra Community [09.19.14]
"Having offsite writers is crucial for our workflow, and I’ve compiled some best practices on how to manage the multiple personalities and work styles."
Design, Production, Smartphone/Tablet

GDC Next adds talks on Starcraft II and the secret life of ads  
by Staff [09.18.14]
Blizzard Entertainment's Jordan Womack joins speakers from MIT's Game Lab, the GameHeart mod project and the LiveRail ad platform at GDC Next 2014 featuring ADC this November.
Business/Marketing, Design, Console/PC, Smartphone/Tablet

Designing mobile games for thumbs in an era of giant screens 2
by Gamasutra Community [09.18.14]
"We can’t just treat screens in the 5.5” range simply as a scaled-up version of a smaller phone. Grips completely change, and with that, your interface might need to do so, as well."
Design, Smartphone/Tablet


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


Get your app featured by Apple, here's who to contact & how  
by Kyle Waring [09.19.14]
Getting featured on the App store is a critical step in marketing your game. By getting featured by Apple, you’re getting the holy grail of advertising: wide visibility, lots of installs and subsequently– revenue! Learn how to pitch and who to contact!
Business/Marketing, Indie, Smartphone/Tablet

Writing the music for Smash Hit  
by Douglas Holmquist [09.19.14]
In this post, composer Douglas Holmquist describes the process of writing the music for Mediocre Games' Smash Hit.
Audio, Indie, Smartphone/Tablet

Mobile UI and Game Design: Screens vs. Flows  
by Joseph Kim [09.18.14]
A recommended method for mobile game design that focuses on detailing entire series of user flows rather than specific screens. Many PC/console game designers often fail here by focusing on key screens and thereby eventually requiring redesign.
Design, Smartphone/Tablet

App Store Optimization ASO): Selecting the Right Keywords (Part 3)  
by Szilard Szasz-Toth [09.18.14]
In this final part of our ASO series we introduce a multi-factor scoring model to select your App Store keywords. This framework should take your keyword selection skills to the next level. Apply this model and watch your search rankings improve!
Smartphone/Tablet, Business/Marketing

How to design for thumbs in the Era of Huge Screens 2
by Scott Hurff [09.18.14]
Mobile screen sizes are becoming bigger, and that means that learning how to design for thumbs is now more important than ever.
Design, Art, Smartphone/Tablet


Insomniac Games — Burbank, California, United States
[09.19.14]
Gameplay Programmer - Mobile
Gameplay Programmer for our mobile group!

Nix Hydra — Los Angeles, California, United States
[09.19.14]
QA Tester


Machine Zone — Palo Alto, California, United States
[09.19.14]
Project Manager
We are seeking a positive, analytical, technically oriented Project Manager (PM) to join our team. The PM at Machine Zone will lead cross-functional development teams to execute against our product portfolio. An PM's main responsibility is to own the scheduling, monitoring, tracking and execution against our tight milestones and project deadlines. Qualified candidates will be self-starters, able to multi-task, be dependable, and have concise execution during times of high stress.

GREE International — Vancouver, British Columbia, Canada
[09.19.14]
Senior Game Designer
Senior Game Designer

Idol Minds — Louisville, Colorado, United States
[09.19.14]
Senior / Lead Programmer


Kabam — Beijing, China
[09.19.14]
Lead 3d Artist
Lead 3d Artist for a next-gen AAA mobile RPG

Sparx — Exeter, England, United Kingdom
[09.19.14]
Senior Software Developer
As a Senior Software Developer at Sparx, you’ll be responsible for designing and implementing components for the Sparx system, writing high quality, reusable code that focuses on usability, scalability and innovation. You’ll work with all members of the team – from data scientists to content developers – to find solutions to the most challenging problems we face when building a system of this scale

Heavy Iron Studios, Inc. — Los Angeles, California, United States
[09.18.14]
Game Programming Intern


Heavy Iron Studios, Inc. — Los Angeles, California, United States
[09.18.14]
Gameplay and Engine Programmer


Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[09.18.14]
Senior Software Engineer