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April 27, 2015
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April 27, 2015
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Are players less skilled than they were 20 years ago? 28
by Gamasutra Community [04.27.15]
Data on player death in an indie game: "We have learned that PC gamers play far better than smartphone casual gamers. Not only that, casual gamers are terrible players!"
Design, Console/PC, Indie, Smartphone/Tablet

Apple Watch: The birth of micro-gaming 4
by Gamasutra Community [04.27.15]
"Due to the small screen size and platform limitations, games on the Apple Watch will need to be reimagined to fit in a new gaming category: Micro-Gaming."
Business/Marketing, Smartphone/Tablet

How a closed beta helped us improve our game: Findings and tips  
by Gamasutra Community [04.23.15]
"Our closed beta helped us to identify new issues and confirm the list of changes that we already discussed within the team but needed a fresh perspective for. It was a very helpful and illuminating experience."
Production, Indie, Smartphone/Tablet

In-app purchases for indie mobile games: A smart freemium strategy 3
by Gamasutra Community [04.23.15]
"You need to make sure that your in-app purchase strategy isn’t overly complex. If you start small and think of your IAPs as a way to engage new users, you’ll be well on your way to success."
Business/Marketing, Smartphone/Tablet

Progression control in SimCity BuildIt: A design analysis 5
by Gamasutra Community [04.22.15]
"The means of controlling the progression in SimCity BuildIt are subtle but very effective. The designers have tuned it in a way to ease the player smoothly into the habit and hobby phase."
Design, Smartphone/Tablet

Q&A: Wrist-mounted game design on the Apple Watch Exclusive  
by Alex Wawro [04.22.15]
Gamasutra speaks to I Am Bread developer Bossa Studios to understand why they're making an Apple launch game, Spy Watch, and what they've learned about making good smartwatch games.
Design, Smartphone/Tablet, Exclusive

Exploring the golden cohort: Your best free-to-play users 7
by Gamasutra Community [04.22.15]
"The results have shown that your Golden Cohort players will: Spend more in terms of frequency of transactions and be prone to spending on the more expensive items in the store."
Business/Marketing, Smartphone/Tablet

Square Enix's key to crowdfunding: Focus on your core audience  
by Brandon Sheffield [04.27.15]
Wave after wave of Kickstarter announcements has exhausted the press, says Square Enix Collective lead Phil Elliott, so don't PR blast your next campaign -- focus on your fans and influencers instead.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Best of 2014: Gamasutra's Top Games of the Year 10
by Christian Nutt, Brandon Sheffield, Kris Graft, Alex Wawro, Leigh Alexander, Phill Cameron [12.22.14]
Making a definitive "best of" is impossible, thanks to the diversity of games out there. But Gamasutra's small staff, naturally, played a whole lot of games this year, and we all have strong opinions about the ones we loved.
Design, Console/PC, Smartphone/Tablet, Mobile Games

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 19
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) 110
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

Evolution of a game : From Indian mythology to fighting inner demons  
by Siddharth Sivaraman [04.27.15]
This post is about how constant feedback and re-evaluating our project helped us go from a not so great idea for a game to something very promising.
Design, Indie, Smartphone/Tablet

Improve player retention reacting to behavior [Server Scripts]  
by David Xicota [04.27.15]
Picture this. You’ve fought hard to release your game, you get many downloads, BUT players get tangled up in level #8 and can’t get past it. According to analytics, they seemed to enjoy the game so far, but now they log in at lower rates. What's going on?
Business/Marketing, Programming, Social/Online, Smartphone/Tablet

How do I know if something is in the public domain?  
by Zachary Strebeck [04.27.15]
Game lawyer Zachary Strebeck looks at common questions about copyright and the public domain. Depending on the facts, there could still be legal protection.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

What! Rect is not the shortened of Rectangle?  
by Tapir Liu [04.27.15]
a funny experience of a programmer whose native language is not English
Programming, Production, Serious, Indie, Social/Online, Smartphone/Tablet

Breaking into the video game industry with no experience  
by Tao Sila [04.27.15]
Some quick tips about how to break into the video game industry with no gaming experience.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

PlayMada Games — New York, New York, United States
Visual Designer/Artist for Learning Games

Filament Games LLC — Madison, Wisconsin, United States
Game Designer II

Filament Games LLC — Madison, Wisconsin, United States
Game Engineer

PlayRaven — Helsinki, Finland
Senior Server Programmer

PlayRaven — Helsinki, Finland
Senior Programmer

PlayRaven — Helsinki, Finland
Senior UI Artist

The Topps Company, Inc. — New York, New York, United States
Director of Mobile App User Acquisition
Director of Mobile App User Acquisition

PlayRaven — Helsinki, Finland
Senior Game Designer

2K Las Vegas — Las Vegas, Nevada, United States
Lead QA Tester
Leads a team in executing test plans on pre-release versions of software to detect and record product defects.

Shiver Entertainment — Miami, Florida, United States
Senior Game Programmer C++
Shiver is Miami's newest video game start-up, focused on building the world’s best free-to-play games for mobile, tablet and PC. We are looking for self-starters with a passion for programming and the ability to develop fast, robust, server infrastructure code. If you are interested in joining a team of talented industry veterans who work hard and play hard, then we look forward to hearing from you soon!