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May 21, 2013
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iOS and Android Unity licenses are now free 1
by Mike Rose [05.21.13]
Unity CEO David Helgason today revealed that the basic mobile licenses for the Unity game engine are now free, allowing developers to build games in Unity for no charge.
Business/Marketing, Smartphone/Tablet

Gamasutra blog guidelines: Updated, open for discussion 9
by Staff [05.20.13]
Want to know more about blogging on Gamasutra? Check out the site's new, revised blog guidelines. If you have any questions or comments, editor Christian Nutt is there to answer them.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Video: GDC's weird and wild Experimental Gameplay Workshop  
by GDC Vault Staff [05.20.13]
Over 20 demos of innovative game designs from Jason Rohrer, Brenda Romero, Emily Short, and more were on display during the 11th annual Experimental Gameplay Workshop.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, Video

What can Big Data do for games? 4
by Gamasutra Community [05.20.13]
You can gather tremendous amounts of data these days -- but what can game developers do with it? University professor Dana Ruggiero explains.
Business/Marketing, Design, Programming, Console/PC, Social/Online, Smartphone/Tablet

Can free-to-play be effective without being exploitative? 13
by Mike Rose [05.20.13]
"There are lots of ways to implement free-to-play, and most of them are detrimental to the core game design." - Rami Ismail of Vlambeer discusses why he still isn't a fan of the free-to-play space.
Business/Marketing, Console/PC, Smartphone/Tablet

A quick guide to particles on mobile 2
by Staff [05.20.13]
If you are looking for a high-performance way to create particles on low-performance portable devices, this tutorial is a quick and useful guide.
Programming, Indie, Smartphone/Tablet

'Coercive' free-to-play, or treating your players like a disease 40
by Gamasutra Community [05.17.13]
Monetization consultant Ramin Shokrizade explains how many free-to-play games are "coercive" towards players -- and how, inevitably, these business models will stop working.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

Blog: Don't rip off your community 6
by Gamasutra Community [05.17.13]
Raptr CEO Dennis Fong explains how "milking players for cash" isn't the right way to make a profit from games -- when "what’s good for the player is often good for business."
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet


Killer & Dragons: The GungHo and Grasshopper Interview 8
by Christian Nutt [05.17.13]
His company went from an unknown to beating Nintendo for market cap thanks to the success of Puzzle & Dragons, and in this interivew, Kazuki Morishita explains his personal management style to Gamasutra -- joined by Goichi "SUDA51" Suda, whose studio, Grasshopper Manufacture, he recently acquired.
Business/Marketing, Interview, Console/PC, Smartphone/Tablet

From XNA to MonoGame 10
by Dean Ellis [05.15.13]
If you created a game in XNA, its discontinuation doesn't mean that you have to start over from scratch. Enter MonoGame, an open-source implementation of the XNA 4 API -- and this tutorial to help you use it.
Programming, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet

Secrets of Quick Iteration in the Core Social Space 7
by Gabi Shalel [05.13.13]
How do you react to the speed of the mid-core social market -- incorporating ideas from fans and developers while getting updates out there quickly? Total Domination developers Plarium explain.
Design, Production, Social/Online, Smartphone/Tablet

Managing Risk in Video Game Development 7
by Paul Tozour [05.03.13]
How do you best manage risk when creating a game? Using this article and the attached spreadsheet, you can better identify the problem areas in your game and get a sense of whether any decisions you are making actually make business sense.
Business/Marketing, Production, Console/PC, Social/Online, Smartphone/Tablet

A Mini-Postmortem Roundup 5
by Game Developer Magazine Staff [04.29.13]
Game Developer magazine has put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's FTL (PC), KIXEYE's War Commander (social), and ]['s Dyad (console).
Business/Marketing, GD Mag, Smartphone/Tablet, Indie, Console/PC, Game Developer Magazine, Production, Postmortem, Design, GD Mag Exclusive


Postmortem: ROBLOX Mobile  
by David York [05.20.13]
In late 2012, ROBLOX launched one of the first iOS gaming apps to feature user-generated content front and center. How does user-generated content translate to the mobile space? This article explains how we made it work and what we could have done better.
Production, Smartphone/Tablet

Fingle marketing effort and numbers 1
by Adriaan de Jongh [05.20.13]
Game Oven's design and business person Adriaan de Jongh gives insight on Game Oven's marketing effort and sales of their debuting iPad-only game Fingle.
Business/Marketing, Indie, Smartphone/Tablet

Crowdfunding our independence from 3rd party services  
by Ben Lowry [05.20.13]
Join me in building the world's most open, cross platform backend for games that developers of all sizes can host and own their independence, their players' experience, their
Business/Marketing, Design, Indie, Social/Online, Smartphone/Tablet

Armored Drive Post Mortem: The Hard Road of In-App Purchases  
by Charles Cox [05.18.13]
4gency's founder looks back at a first year of lessons as a mobile/tablet developer. Lesson one shows how hard it can be to make money in the arcade genre with in-app purchases.
Business/Marketing, Smartphone/Tablet

Speaker for the Data 4
by Dana Ruggiero [05.17.13]
Game researchers seek to understand gaming in multiple contexts using an objective data set. Without access to the big data sets that most game companies, platforms, and ISPs collect we are stymied.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Hidden Variable Studios — Glendale, CA, USA
[05.20.13]
Senior Designer
Come join Hidden Variable Studios – a small, experienced team of indie developers with backgrounds at EA, THQ, Riot, Disney and more! Our first title, Bag It!, launched on iOS/Android to critical acclaim and has already surpassed 6 million downloads (and counting!), collecting numerous accolades along the way. We're looking for a stellar candidate that can successfully step in and help craft quality, memorable content for new and existing IP that will help shape the future of the studio!
Game / Level Designer / Creative Director, Smartphone / Tablet Games

Curriculum Associates — Boston//Florida, MA, USA
[05.20.13]
Senior Producer/Interactive Producer

Art / Animation, Smartphone / Tablet Games, App Developers

Curriculum Associates — Boston//Florida, MA, USA
[05.20.13]
Senior Producer/Interactive Producer

Art / Animation, Smartphone / Tablet Games, App Developers

App Minis LLC — San Francisco, CA, USA
[05.17.13]
Senior Unity Game Programmer

Programmer / Engineer, Smartphone / Tablet Games

Electronic Arts - EA PLAY — Austin, TX, USA
[05.17.13]
Gameplay Engineer

Programmer / Engineer, Social / Online Games, Smartphone / Tablet Games

Virdyne Technologies — Sugar Land, TX, USA
[05.16.13]
Software Engineer, iOS/Mobile

OTHER, Programmer / Engineer, Smartphone / Tablet Games

Off Base Productions — San Francisco, CA, USA
[05.16.13]
Senior Front End Software Engineer
Based in San Francisco, Off Base specializes in technology-driven content focused in the gaming space. Founded in 2004, Off Base is a privately funded, highly profitable company working with many of the biggest publishers in the industry, including Sony, Nintendo, EA, Zynga, Capcom, etc. We’re developing Digiman™, a software solution that allows for dynamic digital content to be displayed on next gen consoles, web, mobile and tablets and are looking for talented individuals to help us get there.
Programmer / Engineer, Console / PC Games, Smartphone / Tablet Games

Off Base Productions — San Francisco, CA, USA
[05.16.13]
Web Application Developer
Based in San Francisco, Off Base specializes in technology-driven content focused in the gaming space. Founded in 2004, Off Base is a privately funded, highly profitable company working with many of the biggest publishers in the industry, including Sony, Nintendo, EA, Zynga, Capcom, etc. We’re developing Digiman™, a software solution that allows for dynamic digital content to be displayed on next gen consoles, web, mobile and tablets and are looking for talented individuals to help us get there.
Programmer / Engineer, Console / PC Games, Smartphone / Tablet Games

Shenandoah Studio — Philadelphia, PA, USA
[05.15.13]
Lead Artist required to bring board and war games to iOS

Art / Animation, Smartphone / Tablet Games

Secret Location — Toronto, ON, CAN
[05.15.13]
Unity Developer

Smartphone / Tablet Games