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October 31, 2014
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October 31, 2014
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She's not playing it wrong 82
by Gamasutra Community [10.31.14]
"If we want to encourage more women to apply to our companies and work in game development, we need to treat it like a usability problem," writes veteran developer Laralyn McWilliams.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet, Recruitment

5 things we learned from Kickstarter... after canceling our campaign 3
by Gamasutra Community [10.31.14]
"In retrospect we certainly don’t regret going on Kickstarter. Maybe we didn’t get the money from itbut the way that the campaign played was key in shaping how our game now looks and plays."
Business/Marketing, Smartphone/Tablet

Blog: Breasts? No thank you! 4
by Gamasutra Community [10.31.14]
"Maybe I should have just made a game about candy pieces. Calling my shiny, colorful puzzle game Boob Rescue certainly made things a lot harder than they needed to be."
Business/Marketing, Production, Art, Smartphone/Tablet

Making better tutorials and menus for mobile games  
by Gamasutra Community [10.30.14]
"If you take a critical eye to modern games and see what they’ve done well and what they haven’t, you can apply these to your own games. With a bit of thought and some testing, you can make your game a much nicer experience for everyone."
Design, Indie, Smartphone/Tablet

Developers, get ready: GDC Next kicks off on Monday  
by Staff [10.30.14]
GDC Next 2014 featuring ADC descends upon the Los Angeles Convention Center next Monday. Here's what you need to know about where to go and what to see while you're there.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video: Mastering the art of killing your games 7
by Staff [10.29.14]
Adam Telfer is a product lead at Wooga who had failed on at least seven projects when he spoke at GDC Europe 2014 earlier this year about Wooga's "hit filter" approach to game design and killing your darlings.
Production, Console/PC, Indie, Smartphone/Tablet, Video, Vault

Get a job: Blizzard is hiring an iOS Engineer  
by Staff [10.31.14]
The developer of Hearthstone is looking to bring on an experienced iOS developer to work on programming and optimizing mobile games at Blizzard's Irvine, CA headquarters.
Programming, Smartphone/Tablet

Don't Miss: A study of how horror games affect their players  
by Joel Windels [10.31.14]
Usability studio Vertical Slice measures player reactions to four horror games to find out which is "scariest," how casual and core players react, and whether they get scared in the same way.
Business/Marketing, Design, Console/PC, Indie, 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 16
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) 107
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 Narrative Engine Driving Ice-Bound: A Novel of Reconfiguration  
by Jacob Garbe [10.31.14]
Learn about the innovative narrative engine driving Ice-Bound, an indie game that interacts with a physical book using augmented reality. Also, some details on how the devs tackled the thorny problem of combinatorial content authoring.
Design, Programming, Console/PC, Indie, Smartphone/Tablet

Cleaning up the E-Sports Market  
by Ulyana Chernyak [10.31.14]
Toxic communities have sadly been a part of E-Sports and the competitive crowd for some time. But in recent years there have been developers trying to improve matters and today's post looks at this trend and why it is happening.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Why we can't have nice things 1
by Sam Coster [10.31.14]
Adam Coster of Butterscotch Shenanigans dives into the effects of F2P on an indie studio's design practices, and its player base.
Business/Marketing, Indie, Smartphone/Tablet

GDC Next - our lecture recommendations for press.  
by Simon Carless [10.30.14]
Ahead of our GDC Next show in Los Angeles next week, our press liaison firm FortySeven Communications has again worked with us to put together a list of some of the most interesting lectures at the show.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Breasts? No thank you! 4
by Michelle Martin [10.30.14]
Maybe I should have just made a game about candy pieces. It would have been a lot easier. Calling my shiny, colorful puzzle game ‘Boob Rescue’ certainly made things a lot harder than they needed to be.
Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet, Mobile Games


InnoGames GmbH — Hamburg, Germany
[10.31.14]
Mobile Developer C++ (m/f)
Mobile Developer C++ (m/f)

Next Games — Helsinki, Finland
[10.31.14]
Senior Level Designer


Vicarious Visions / Activision — Albany, New York, United States
[10.31.14]
VFX Artist-Vicarious Visions
See job description.

Magic Leap, Inc. — Wellington, New Zealand
[10.30.14]
Level Designer


Amazon — Seattle, Washington, United States
[10.30.14]
Sr. Software Development Engineer - Game Publishing


Magic Leap, Inc. — Wellington, New Zealand
[10.30.14]
Lead Game Designer


Sega Networks Inc. — San Francisco, California, United States
[10.30.14]
Mobile Game Engineer


Gameloft New Orleans — New Orleans, Louisiana, United States
[10.30.14]
Lead Programmer


Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[10.30.14]
Lead System Designer


Churchill Navigation — Boulder, Colorado, United States
[10.30.14]
3D Application Engineer
Create products for a small,profitable company that specializes in real-time simulation environment utilizing augmented reality, 3D mapping and full-motion video