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March 31, 2015
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March 31, 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

Recreating inFamous: Second Son's neon run-effect in Unity 5
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

5 best practices for cost-efficient user acquisition 1
by Gamasutra Community [03.27.15]
"Building and executing a cost-efficient user acquisition strategy is a cornerstone of mobile game monetization." Here are "the best and most economical ways to attract new players."
Business/Marketing, Smartphone/Tablet

Casual casino game studio Idle Gaming acquired by GSN Games  
by Christian Nutt [03.30.15]
Casino games are still hot in the casual industry, real-money transactions or not, as this latest purchase proves.
Business/Marketing, Smartphone/Tablet

Call for Blogs: MOBAs, from design to business, and onward 2
by Christian Nutt [03.30.15]
The MOBA genre has blossomed into forms both PC and mobile, and influenced the design of other genres -- and their business models. We want to know how and why.
Audio, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, 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

How F2P Summit Restored My Faith in Games (and Humanity)  
by Nick Hatter [03.30.15]
F2P Summit is London's hidden gem for mobile game and free-to-play developers. Read why...
Business/Marketing, Design, Indie, Social/Online, Smartphone/Tablet

10 Secrets to making your game longer (Part 2) 2
by Devin Becker [03.30.15]
In this 2 part post I'll explain how the current trends in social and mobile games have left us with a series content problem, and 10 things you can do to conquer it.
Design, Smartphone/Tablet

Gameplay Depth versus Variety  
by Lewis Pulsipher [03.30.15]
Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games).
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Have you done your gamedev legal "spring cleaning" yet?  
by Zachary Strebeck [03.30.15]
Have you looked at your game development legal situation lately? Game lawyer Zachary Strebeck gives developers a heads-up on some important issues.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

No one reads text in a tutorial  
by Abhinav Sarangi [03.30.15]
Post talks about our experiences with developing an effective tutorial for our simple 2 button game "I shot the sheriff". We realised that a text based tutorial was ineffective and had to make a gameplay based tutorial whereby players "learned by doing".
Business/Marketing, Design, Production, Indie, Smartphone/Tablet

Preloaded — London, England, United Kingdom

Preloaded — London, England, United Kingdom
Unity Developers

Preloaded — London, England, United Kingdom
Game Designers

Preloaded — London, England, United Kingdom
Game Artists

Cat Daddy Games — Kirkland, Washington, United States
Server Tools Developer

PlayRaven — Helsinki, Finland
Senior Server Programmer

PlayRaven — Helsinki, Finland
Senior Programmer

PlayRaven — Helsinki, Finland
Senior UI Artist

PlayRaven — Helsinki, Finland
Senior Game Designer

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