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July 20, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
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Book Excerpt: Keeping the player at the heart of the story 2
by Toiya Kristen Finley [07.17.18]
In this chapter of "Narrative Tactics for Mobile and Social Games: Pocket-Sized Storytelling" author Toiya Kristen Finley, Phd unpacks the narrative design process for games built for mobile devices.
Design, Console/PC, Indie, Smartphone/Tablet

Niantic introduces three-strike policy for cheaters in Pokémon Go  
by Emma Kidwell [07.19.18]
Niantic has clarified its disciplinary policy for cheating in Pokémon Go with the introduction of a new three-strike policy which focuses on giving cheaters a chance to reform their ways.
Design, Smartphone/Tablet

Don't Miss: Why being trapped in a loop makes Reigns: Her Majesty so satisfying  
by Staff [07.19.18]
"Everything in the game helps the player define the pace," explains Reigns creator Francois Alliot. "In the game you can swipe very quickly or you can take your time, and we adapted everything around that."
Design, Production, Smartphone/Tablet

Chinese media platform iQIYI acquires mobile dev Skymoons for $190M  
by Chris Kerr [07.19.18]
Skymoons has developed and published a range of titles on iOS and Android, including Seer Superheroes, My Own Swordsman, and Legend of Three Kingdoms.
Business/Marketing, Production, Smartphone/Tablet

Credit card thieves reportedly using Clash of Clans to launder money 3
by Emma Kidwell [07.18.18]
Credit card thieves are allegedly using the mobile games Clash of Clans, Clash Royale and Marvel Contest of Champions to launder hundreds and thousands of dollars via account selling.
Business/Marketing, Smartphone/Tablet

HTML5 game publisher FRVR secures $3 million in funding  
by Alissa McAloon [07.18.18]
FRVR, a game publisher that deals heavily in HTML5 titles, has secured a $3 million investment at the close of its seed funding round.
Smartphone/Tablet

App Store and Google Play spending hits $34.4B during first half of 2018  
by Chris Kerr [07.17.18]
That marks a year-over-year increase of 27.8 percent, and mobile games were largely responsible for bringing home the bacon.
Business/Marketing, Smartphone/Tablet

Huuuge Games launches mobile publishing label Tap Tap Games  
by Alissa McAloon [07.16.18]
Huuuge Games, the company behind the social casino platform Huuuge Casino, is taking aim at casual mobile games through a new publishing branch called Tap Tap Games.
Social/Online, Smartphone/Tablet



The Appeal of the Shop Simulator Genre  
by Josh Bycer [07.20.18]
The Shop Simulator Genre has grown among Indie and Mobile developers over this decade, but many designers still fail to understand what makes the genre's mix of combat and shop management so endearing that we still remember Recettear.
Design Console/PC Indie Smartphone/Tablet

Video: How we created an AR game Apple fell in love with  
by Travis Ryan [07.19.18]
A rapid-fire walkthrough of 4 months prototyping and developing a brand new game for a brand new audience; covering inspiration, developing with ARKit, designing augmented play and many lessons along the way, closing with a look at the teams next AR game
Business/Marketing Design Programming Production Art Indie Smartphone/Tablet VR

The Gaming Community Unhappy with WHO’s “Gaming Disorder” Classification  
by Dr. Michael Garbade [07.18.18]
The WHO proposed to classify gaming as a disorder in its forthcoming 11th Revision of the International Classification of Diseases (ICD-11), a move which has ignited rebuke from all quarters—from the gaming community as well as the academic community.
Design Production Console/PC Indie Smartphone/Tablet

The Warning of the World of Warcraft Effect 3
by Josh Bycer [07.18.18]
Today's post looks at the phenomenon dubbed the "War of Warcraft Effect," and the warning that comes with trying to chase after another game's design.
Business/Marketing Design Production Console/PC Indie Social/Online Smartphone/Tablet

Going Beyond Spender vs. Non-Spender: 4 User Segments Worth Targeting  
by Jennifer Cho [07.18.18]
Most app developers give their users a personalized monetization experience based on whether they're a spender or a non-spender. But those segments can be very limiting. Here are four new user segments to help drive better engagement an monetization.
Business/Marketing Smartphone/Tablet


innogames — Hamburg, Germany
[07.20.18]
Unity Developer for a New Mobile Game


Boss Fight Entertainment — Allen, Texas, United States
[07.19.18]
Senior Server Engineer


Tilting Point — New York, New York, United States
[07.19.18]
Senior Product Manager


iGotcha Studios — Stockholm, Sweden
[07.18.18]
UI/UX artist


Telltale Games — San Rafael, California, United States
[07.17.18]
Lead Engineer


ZeniMax Online Studios — Hunt Valley, Maryland, United States
[07.17.18]
Mobile Backend Engineer


Bright Little Labs — London, England, United Kingdom
[06.27.18]
UX Designer


Bright Little Labs — London, England, United Kingdom
[06.27.18]
Backend Developer