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November 26, 2014
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November 26, 2014
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Tips for motivating your indie team: Be human 1
by Gamasutra Community [11.25.14]
"Sometimes, members who leave will have an important perspective on your project. Even if it hurts to hear that criticism, it will make your team stronger in the end."
Production, Console/PC, Serious, Indie, Smartphone/Tablet

Unity's new UI system is finally here  
by Mike Rose [11.26.14]
Unity has released the next version of its video game engine, complete with the brand new Unity User Interface system that the company says is faster and more flexible than the current solution.
Business/Marketing, Console/PC, Smartphone/Tablet

Quality of life for online game players: Ron Carmel on Subterfuge's design  
by Gamasutra Community [11.25.14]
"One of our primary goals with Subterfuge is to Respect the player’s time (with a capital R). We want every minute a player spends in the game to be meaningful and interesting."
Design, Smartphone/Tablet

F2P Summit returns to GDC with dev-focused talks from experts  
by Staff [11.25.14]
The field of free-to-play game design is here to stay, and GDC officials will once again host a series of frank talks on the topic from leading experts as part of the F2P Summit at GDC 2015.
Business/Marketing, Social/Online, Smartphone/Tablet, GDC

American McGee takes casino games for a spin Exclusive  
by Mike Rose [11.24.14]
American McGee and his team at Spicy Horse has once again shifted strategy, teaming up with gambling game company Odobo to add slot games to McGee's previously Kickstarted action game Akaneiro: Demon Hunters.
Business/Marketing, Design, Console/PC, Smartphone/Tablet, Exclusive

Repeatable success in game production 1
by Gamasutra Community [11.26.14]
"Almost all game developers have less time, less money, less people than they need to complete what they want to achieve. They have to be smart about how the do things."
Production, Console/PC, Indie, Smartphone/Tablet

Blog: A Unity culling mask tip  
by Gamasutra Community [11.26.14]
"The Unity Camera class has a culling mask such that each camera can be set to only display a subset of the available layers. However, I wanted to be able to change the visible layers during runtime in response to a player's actions."
Programming, Console/PC, Indie, Smartphone/Tablet

Zenonia dev Gamevil snaps up another Korean mobile studio  
by Alex Wawro [11.25.14]
Gamevil continues to execute a proven strategy of buying up South Korean mobile game studios with its recent acquisition of Waplesoft, a company best known for producing social games.
Business/Marketing, 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 17
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) 108
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


The Perception of Characters and their Impact on Narrative  
by Josh Bycer [11.25.14]
The main character in any video game can impact how the title is perceived by the gamer and for today's post, we're going to look at some common archetypes for game writing and what they do to the perception of the story.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Translating the Bartle Test to the F2P Market  
by Ulyana Chernyak [11.25.14]
Today's post takes the Bartle Test which was used to describe MMO player mindsets and see if it can be translated to the F2P/Social market.
Business/Marketing, Design, Production, Social/Online, Smartphone/Tablet

Unity First Impressions part 3  
by Semen Frish [11.25.14]
Our first unity game is done, several times tweaked up to players feedback, rebalanced to hardcore, now at indiedb, has release date and going to be in stores pretty soon, now I've found some time to keep on posting articles about making the game.
Programming, Console/PC, Indie, Smartphone/Tablet

Unity3D Culling Mask Tip  
by Charles Cordingley [11.24.14]
Changing the layers displayed by a Unity3D camera requires some bitfield maths. This post provides a more explicit and readable way to handle this functionality.
Programming, Console/PC, Indie, Smartphone/Tablet

Quality of Life in Subterfuge  
by ron carmel [11.24.14]
One of our design pillars in the development of Subterfuge is respecting players' time. In this post, I will discuss why this is important to us, and some of the design choices we've made to support this goal.
Design, Indie, Social/Online, Smartphone/Tablet


Bright Future GmbH — Cologne/Koeln, Germany
[11.26.14]
Senior ActionScript Developer
Senior ActionScript Developer Mobile (m/f)

En Masse Entertainment — Seattle, Washington, United States
[11.25.14]
Senior Mobile Product Manager


Uproar Studios — San Francisco, California, United States
[11.25.14]
Senior Game Producer


Uproar Studios — San Francisco, California, United States
[11.25.14]
Senior Game Designer


Shiver Entertainment — Miami, Florida, United States
[11.25.14]
Senior Game Designer
We're looking for a experienced, passionate, and motivated Senior Game Designer who lives and breathes games and is passionate about a broad range of genres and platforms.

Nonstop Games — Singapore, Singapore
[11.25.14]
Senior 2D Game Artist
Game art is your life and you love everything about it!

Nonstop Games — Singapore, Singapore
[11.25.14]
Senior Game Designer
If you wore a badge to work, it would read ‘Ambassador of Fun’. Because that’s what you are, always thinking about how to thrill gamers and ensure they come back for more

Nonstop Games — Singapore, Singapore
[11.24.14]
Art Director
Awesome artist, confident leader, creative coach. In six words, that’s who you’ll be as you lead our existing in-house art team and mentor game artists on art, animation and working towards excellence.

Synapse Games — Chicago, Illinois, United States
[11.24.14]
Serverside/PHP Engineer


Synapse Games — Chicago, Illinois, United States
[11.24.14]
Unity/C# Engineer