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May 26, 2015
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May 26, 2015
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How to use Photoshop Layer Styles: An advanced guide for game illustrators 8
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

Armor for dummies, and/or game developers 42
by Gamasutra Community [05.21.15]
A crash course in realistic armor design, since "some game character designers, not having to deal with physical items or the dangers of real battle, don't quite grasp some of the basics of functional armor design."
Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Making a VR game ASAP: Galaxy Grapple, a Gear VR jam postmortem  
by Gamasutra Community [05.21.15]
Quick iterations and gameplay experimentation: A look back at the dev process for a VR game developed under tight constraints for a competition.
Design, Production, Console/PC, Indie, Smartphone/Tablet

Come to GDC Europe for tips on soft-launching your next mobile game  
by Staff [05.21.15]
GDC Europe 2015 is months away, and conference organizers are highlighting two can't-miss sessions on the process of soft-launching your iOS game and the trick to coding adaptive clothing systems for open-world games.
Business/Marketing, Design, Console/PC, Smartphone/Tablet, GDC Europe

Don't Miss: 'Roguelikes' - Getting to the heart of the it-genre 23
by Christian Nutt [05.20.15]
Over the last few years, the roguelike has become the it-genre in games. In this classic 2014 feature, Gamasutra spoke to developers at Klei, Spry Fox and more to get to the heart of its appeal.
Design, Art, Console/PC, Indie, Smartphone/Tablet

Making the whimsical Monster Mingle: 2D art process and more 1
by Gamasutra Community [05.25.15]
Mingling monster parts and exploring a "world full of surprises" -- the art process for creating good-looking, kid-friendly characters and populating a world full of them.
Audio, Design, Art, Indie, Smartphone/Tablet


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


Core Players & Energy Mechanics: They Don't Mix  
by Timothy Harris [05.22.15]
Midnight Star is a sci-fi shooter aimed at the core gamer. It used an energy F2P mechanic that didn't work, so we're axing it. Here's why...
Design, Smartphone/Tablet

Procedural Generation: digging deeper  
by Luis Diaz [05.22.15]
By now we have heard a lot about procedurally generated maps but, how about procedurally generated narrative? What do you know about that? Learn why you should care about it.
Design, Console/PC, Serious, Indie, Smartphone/Tablet

How Can You Create an Attention Grabbing App Icon?  
by Puneet Yamparala [05.21.15]
This post emphasizes on how to create wonderful and attractive app icons that can attract more number of users.
Business/Marketing, Smartphone/Tablet

How to use Photoshop Layer Styles like a Boss - Advanced guide for game illustrators 8
by Dave Bleja [05.21.15]
Photoshop Layer Styles are very powerful and surprisingly versatile, and I use them for almost all of Spryke's graphics. In this guide, I go through various Layer Style tips & tricks, including Pseudo Color Overlays, internal Adjustment Layers and more.
Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Mobile Games & Apps Naming  
by Kseniia Kovtun [05.21.15]
How to come up with an idea of your game's future name? When it's time to think about naming and ASO? What's the "three words magic" everyone is talking about?
Business/Marketing, Smartphone/Tablet


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


Filament Games LLC — Madison, Wisconsin, United States
[05.25.15]
Quality Assurance Associate


Goodgame Studios — Hamburg, Germany
[05.25.15]
Client Developer Unity 3D/2D (m/f)
As our Client Developer Unity (m/f), you will be responsible for one of our studios working on new online and mobile games. You will be tasked with controlling and organizing workflows as well as developing methods to improve productivity. As a Client Developer you will report to our Lead Developer, with whom you will work closely.

Goodgame Studios — Hamburg, Germany
[05.25.15]
Java Server Developer (m/f)
As our Java Server Developer (m/f), you will work in a multi-disciplinary product team on new and existing online games. The role will see you develop game logic, ensuring that thousands of players can play together simultaneously on one server.

Goodgame Studios — Hamburg, Germany
[05.25.15]
Senior Producer (m/f)
As Senior Producer (m/f), you will be responsible for the development of one of our new mobile/online games. You will be the go-to expert for production and join forces with the product management and other experts within the team. We seek a ninja in the arts of leading an awesome team, making strategic decisions, taking on responsibility, and solving problems. We’d love to hear from you if you have extensive professional experience in the online gaming industry.

Goodgame Studios — Hamburg, Germany
[05.25.15]
Senior Level Designer (m/f)
As Senior Level Designer (m/f), you will be primarily responsible for the design of levels and content for completely new game titles. You will also be responsible for global and higher-level tasks. This position is aimed at applicants with professional experience in the games industry.

Goodgame Studios — Hamburg, Germany
[05.25.15]
Lead Game Designer (m/f)
Goodgame Studios is Europe?s fastest growing gaming company and one of Germany?s most successful technology businesses. With more than 1200 employees at our headquarters in Hamburg we develop innovative online games which are played by more than 250 million players in 25 languages across 200 countries. Our talented, motivated team of experts and newcomers forms the basis of our success. Become a part of the success story and apply now! As our Lead Game Designer (m/f) you will be responsible for managing our game design department in both technical and personnel matters. You will be tasked with devising new features for both our existing online games and completely new titles. We are looking for someone who has both in-depth experience in free to play titles as well as some management experience.

Demiurge Studios — Cambridge, Massachusetts, United States
[05.22.15]
Senior Game Designer


Imangi Studios — Raleigh, North Carolina, United States
[05.22.15]
Technical UI Designer
Technical UI Designer - Imangi Studios is looking for a user interface artist/graphic designer who is proficient in Unity to work on the design and implementation of user interfaces for our mobile projects, primarily Temple Run 2.