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September 16, 2014
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September 16, 2014
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20 fun facts about hex grids 12
by Gamasutra Community [09.16.14]
20 "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Design, Programming, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Understanding what Minecraft really means to Microsoft Exclusive 17
by Kris Graft [09.15.14]
Microsoft's Mojang acquisition isn't just about owning digital LEGO, or laying claim to a cultural phenomenon -- it's about buying a whole lot of engaged users.
Business/Marketing, Console/PC, Smartphone/Tablet, Exclusive

Devs don't market games the way they'd like, says GDC Next survey  
by Staff [09.16.14]
The results of GDC Next featuring ADC's discoverability survey reveal several fascinating trends in the way that modern game makers handle their marketing and community outreach efforts.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

When Shining Force meets Cannon Fodder: The design of Squids 1
by Gamasutra Community [09.15.14]
Emeric Thoa, creative director at The Game Bakers, explains the design decisions behind turned-based tactical RPG, Squids.
Design, Console/PC, Indie, Smartphone/Tablet

New Harmonix deal will bring more music games to mobile  
by Alex Wawro [09.15.14]
Dance Central developer Harmonix announced a partnership with publishing services firm Tilting Point today with the goal of making sweet mobile music games together.
Business/Marketing, Smartphone/Tablet

'What value do you see in game jams? What have you learned?' 4
by Christian Nutt [09.12.14]
They're increasingly popular and seemingly going on all the time. What value do they hold for game developers? We asked our readers.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

RPG design: Alternatives to magic points 65
by Gamasutra Community [09.11.14]
"I find many implementations pretty tedious (buying/using MP restorative items constantly, or saving all magic for the boss), but preferences aside, it's just plain boring when so many games do the same thing."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Why you need to play Bond Breaker and Algebra Assembler 3
by Gamasutra Community [09.16.14]
"We are entering a golden age for educational video games. Portal and Braid sowed the seeds of revolution... they introduced a spirit of expressiveness."
Design, Console/PC, Serious, 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 18
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) 99
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


How the Kim Kardasihan Game Will Make $200m!  
by Matthew Warneford [09.16.14]
How does a game starring Kim Kardashian, one many journalists are laughing at, stand to generate $200m by the end of the year? We wanted to find out, so we spent a couple of hours playing Kim Kardashian: Hollywood, meaning you don't have to.
Design, Social/Online, Smartphone/Tablet

Microsoft-Mojang is about the future not the money  
by Tim Merel [09.16.14]
Microsoft’s acquisition of Mojang is about the future, not short term economics
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Could streaming copyrighted content soon be made a felony?  
by Zachary Strebeck [09.16.14]
Recent comments by a Justice Department official make it clear that there is a push for harsher penalties for streaming copyrighted material. Whether or not Congress implements the changes, and how they do it, is another story entirely.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Some Invaluable 2D Tools from the Unity Asset Store  
by Marc Breaux [09.15.14]
During the development of PuckMania in Unity3D, we ran into some of the platform's limitations with 2D-based development. In this week's PuckMania dev blog, we discussed a couple of times that we went to the asset store to work around those limitations.
Programming, Console/PC, Indie, Smartphone/Tablet

Tales of Terrachanics (Part 2)  
by Glen Cooney [09.12.14]
In Part 2, I discuss the specifics of our production process, and the lessons learned along the way. Contending against steep internal and external challenges, we managed to bring the game to Google Play.
Design, Production, Serious, Indie, Smartphone/Tablet


Vicarious Visions / Activision — Albany, New York, United States
[09.16.14]
Animator-Temporary-Vicarious Visions
See job description.

Turbine Inc. — Needham, Massachusetts, United States
[09.15.14]
Senior Mobile Engineer
In this position, you will have a hands on role in defining and implementing key game systems and features, as well as integrating existing libraries or services. You will be working with a mid-size team of developers to create new products for iconic Warner Bros. intellectual properties. This position requires close collaboration with all other disciplines to help capture, develop and communicate a coherent vision of our game systems, features and tools. You will also be a leader in establishing best practices, assisting / mentoring other engineers on the team and identifying problem areas / opportunities for improvement in the codebase. We are looking for candidates with a passion for games and game development.

InnoGames GmbH — Hamburg, Germany
[09.15.14]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

Insomniac Games — Burbank, California, United States
[09.12.14]
Gameplay Programmer - Mobile
Gameplay Programmer for our mobile group!

Machine Zone — Palo Alto, California, United States
[09.12.14]
Project Manager
We are seeking a positive, analytical, technically oriented Project Manager (PM) to join our team. The PM at Machine Zone will lead cross-functional development teams to execute against our product portfolio. An PM's main responsibility is to own the scheduling, monitoring, tracking and execution against our tight milestones and project deadlines. Qualified candidates will be self-starters, able to multi-task, be dependable, and have concise execution during times of high stress.

GREE International — Vancouver, British Columbia, Canada
[09.12.14]
Senior Game Designer
Senior Game Designer

Bally Technologies — Las Vegas, Nevada, United States
[09.12.14]
Software Engineer III


Idol Minds — Louisville, Colorado, United States
[09.12.14]
Senior / Lead Programmer


Kabam — Beijing, China
[09.12.14]
Lead 3d Artist
Lead 3d Artist for a next-gen AAA mobile RPG

Sparx — Exeter, England, United Kingdom
[09.12.14]
Senior Software Developer
As a Senior Software Developer at Sparx, you’ll be responsible for designing and implementing components for the Sparx system, writing high quality, reusable code that focuses on usability, scalability and innovation. You’ll work with all members of the team – from data scientists to content developers – to find solutions to the most challenging problems we face when building a system of this scale