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February 8, 2016
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February 8, 2016
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State of the Industry: Enough with the skeletons 1
by Brandon Sheffield [02.08.16]
Over 2,000 devs surveyed in GDC's State of the Industry survey answer the vague question: Is there anything else you'd like to say about the game industry? As you can imagine, it gets quite heated.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC

Apple rejects The Binding of Isaac due to depictions of violence towards children 2
by Chris Kerr [02.08.16]
An iOS port of psychological-horror shooter The Binding of Isaac: Rebirth has been rejected by Apple due to its depiction of violence towards children.
Business/Marketing, Smartphone/Tablet

Blog: The truth about mobile game marketing 13
by Gamasutra Community [02.05.16]
"Long story short: we've had a hard time marketing our mobile games because there isnt really a clear and easy way how to do it."
Business/Marketing, Smartphone/Tablet

What do you mean, 'Losing is fun'? 5
by Gamasutra Community [02.04.16]
"A game featuring difficult situations, permanent consequences, and randomized content is seen as something special, something great even."
Design, Console/PC, Indie, Smartphone/Tablet

Kardashian game maker cut 50 jobs during 'disappointing' holiday season 3
by Alex Wawro [02.04.16]
Celebrity-focused mobile game maker Glu Mobile axed 50 positions in December in a restructuring effort following a 'disappointing' holiday season that saw the company's revenues and profits drop.
Business/Marketing, Smartphone/Tablet

Don't Miss: Combating 'Old Grumpy Designer' Syndrome 26
by Alexandre Mandryka [02.03.16]
In this classic feature, design consultant Alexandre Mandryka examines what happens when game designers have no clear career path, and there's no culture in the studio that helps nurture them.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Techniques for procedurally generated worlds in Unity 1
by Gamasutra Community [02.08.16]
This post gets deep into world generation technique: "A heat map defines the temperature of our generated world. The heat map we are going to create will be based on latitude and height."
Programming, Console/PC, Indie, Smartphone/Tablet

Blog: Austin's secret histories 3
by Gamasutra Community [02.08.16]
"I'm fascinated by all the things that lead up to people making up pastimes, toys and time-wasters generally referred to as 'games.' That includes where they live, who they associate with, how they regard themselves and each other."
Business/Marketing, Console/PC, Indie, Smartphone/Tablet



Encrypting Text in Unity  
by Nathaniel Stevens [02.08.16]
An easy to follow Unity tutorial on displaying a second font in place of encrypted letters.
Programming, Indie, Smartphone/Tablet

Using the Whally Index to discover new games in January  
by Allison Bilas [02.08.16]
With the number of games ever increasing on the app store, keeping an eye on up and coming games with the Whally Index can help provide some insight into where users are spending their time, and what developers/publishers are making headway.
Business/Marketing, Smartphone/Tablet

A Difference of Difficult Progression in Game Design  
by Josh Bycer [02.08.16]
Today's post looks at the different progression models of two of the hardest games recently, and how the philosophies differ to create two unique experiences.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Virtual Reality: A Focus on Focus.  
by Freddi Jeffries [02.08.16]
The second in my Virtual Reality bog series!
Design, Programming, Production, Smartphone/Tablet, VR

Short vs. Long-Term Progression in Game Design  
by Josh Bycer [02.05.16]
Progression in game design can be split between short and long-term goals, and today's post looks at why short-term is for the best to keep someone engaged.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR


Fuzzy Logic — George, South Africa
[02.08.16]
Game Programmer


PerBlue — Madison, Wisconsin, United States
[02.08.16]
Executive Producer
PerBlue is looking for a talented Executive Producer (Product Owner) to join our team. We make massively multiplayer, free-to-play mobile games played by millions of people around the world. The Product Owner role, similar to a Senior or Executive Producer, involves leading a game team. You’ll work directly with our Chief Product Officer, overseeing all aspects of the game’s development and/or operations.

5th Planet Games — Sacramento, California, United States
[02.08.16]
Full Stack Engineer


Toys for Bob / Activision — Novato, California, United States
[02.06.16]
Character Concept Artist -Toys for Bob
See job description.

Age of Learning, Inc. — Glendale, California, United States
[02.05.16]
Game Designer


PerBlue — Madison, Wisconsin, United States
[02.05.16]
Live Operations Producer
PerBlue is looking for a talented Live Operations Producer to join our team. We make large multiplayer mobile games for iOS and Android played by millions of people around the world. We’re looking for a detail oriented, optimization driven, and results-focused individual with a passion for free-to-play game economies and player communities.

Ember Entertainment, Inc — Seattle, Washington, United States
[02.05.16]
2D Artist


Eat Sleep Play, Inc — Salt Lake City, Utah, United States
[02.05.16]
Product Manager


Big Fish Games — Seattle, Washington, United States
[02.04.16]
Senior Economy Designer


Vicarious Visions / Activision — Albany, New York, United States
[02.04.16]
Software Engineer
See job description.