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April 23, 2014
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Blog: A look at my Google Play and iOS sales, early 2014 edition 2
by Gamasutra Community [04.23.14]
"The sales data shows that my plan for making lots of little games quickly for multiple platforms should work as long as I keep up a steady stream of quality releases."
Business/Marketing, Smartphone/Tablet

Think you don't have the resources for user testing? Think again 2
by Gamasutra Community [04.22.14]
"User testing is critical, especially when you don’t have resources to spare. The long-term benefits far outweigh the short-term costs, and if you do it right, you'll make a better game."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Reflections on an indie failure: A StarLicker postmortem 10
by Gamasutra Community [04.21.14]
"StarLicker was an unsuccessful game in almost every way imaginable. We made a lot of mistakes on this project, but through this process, our skill as game developers improved dramatically."
Business/Marketing, Design, Production, Indie, Smartphone/Tablet

Blog: Long-term retention - How to keep players playing 7
by Gamasutra Community [04.23.14]
"To heighten the likelihood of engaging a player long term, the game needs to create a vision for the player. Visualize the goal, what the player can become, and what awesome features are ahead."
Design, Social/Online, Smartphone/Tablet

Facebook's acquisition of Oculus VR gets FTC approval  
by Alex Wawro [04.23.14]
The U.S. Federal Trade Commission has granted antitrust approval to Facebook's proposed acquisition of Oculus VR, allowing the deal to move forward as planned.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet

No more excuses: Apple now labels apps with IAP on App Store charts 14
by Alex Wawro [04.22.14]
Today's iOS update adds a new labeling system to the App Store charts and lists to highlight games and other apps that offer in-app purchases.
Business/Marketing, Smartphone/Tablet

The best part about King's expansion into Japan are the TV ads  
by Alex Wawro [04.22.14]
Candy Crush Saga developer King has opened an office in Tokyo, Japan in order to localize King games for the lucrative Japanese mobile market.
Business/Marketing, Smartphone/Tablet, Video

3 tips for organizing internal hackathons  
by Gamasutra Community [04.22.14]
"Before organizing a hackathon, think about the goals you hope to accomplish, as well as the strategies and logistics that will resonate well within your company culture."
Production, Console/PC, Indie, Social/Online, Smartphone/Tablet


What's next for Puzzle & Dragons and GungHo? 14
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) 90
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

A New Pokémon for a New Era 9
by Christian Nutt [09.19.13]
Pokémon X and Y launches next month, and Gamasutra speaks to director Junichi Masuda about the encroachment of smartphones, changing player habits, and staying inspired 18 years on.
Design, Interview, Console/PC, Smartphone/Tablet

A Conversation with Oculus VR Founder Palmer Luckey 9
by Christian Nutt [09.03.13]
Following from his GDC Europe talk, Palmer Luckey explains what it takes to make a game look and feel right in VR -- and explains that he has some tricks up his sleeve to make sure his headset beats any potential competition.
Business/Marketing, Console/PC, Smartphone/Tablet


Blizzard's Hearthstone - The Special Treatment  
by Mikkel Faurholm [04.23.14]
Hearthstone has had a remarkable first week on the App Store with a position in the top 10 grossing in the U.S. the last two days - but should apple give them special treatment in trying to promote the app? Well, they did.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

The Power of Showing Your Work  
by Michael Fitch [04.22.14]
One simple tool can make your work life better.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Why Minesweeper Sucks & How We Hope To Fix It  
by Jeremiah Alexander [04.22.14]
Minesweeper is a classic! Most people would agree with this statement... most! For some people however, Minesweeper simply sucks! Our soon to be released game, Grave Matters, is based on Minesweeper and this is how we are trying to make it better.
Design, Production, Indie, Smartphone/Tablet

PR monitoring - March 2014 1
by Thomas Bidaux [04.22.14]
A review of the month of March in regards to the media coverage of video games and video game platforms.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

iOS vs. Google Play Sales, Early 2014 Edition 2
by Luke Schneider [04.22.14]
A look back at how iOS and Google Play (and Amazon) sales have done for Radiangames recently and in the past year, and why I'm returning to releasing lots of small games quickly.
Business/Marketing, Indie, Smartphone/Tablet


SOAR Inc. — Mountain View, California, United States
[04.23.14]
Game Designer/Narrative Writer
The MiniGame Designer/Narrative Writer will take ownership of designing a series of narrative-themed simulations and minigames for a cutting-edge games & learning product

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Hearthstone - Concept / Texture Artist
Blizzard Entertainment is looking for a 2D artist to work on their newest title Hearthstone. The focus for this position will be on providing the art needed to help realize the vision for the game from initial concept to practical application. Responsibilities include creating of concepts that support / further the vision of the game, painting textures for use on in-game assets and working to provide a consistent aesthetic for the team. The ideal candidate has a firm grasp of composition, color, painting, and visual design.

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Hearthstone - User Interface Artist
Blizzard Entertainment is looking for a user interface (UI) artist to work on their newest title Hearthstone. The focus for this position will be on the creation of layouts and art for mobile platforms. Responsibilities include working with the design team to develop a functional design and creation of production art. The ideal candidate has a firm grasp of visual design, composition and overall user experience.

Tiggly — New York, New York, United States
[04.22.14]
Lead Software Programmer


Big Fish Games — Seattle, Washington, United States
[04.21.14]
Senior Game Developer


Big Fish Games — Seattle, Washington, United States
[04.21.14]
Game Server Engineer


Big Fish Games — Seattle, Washington, United States
[04.21.14]
Game Engineer


InnoGames GmbH — Hamburg, Germany
[04.21.14]
Flash Developer (m/f)
Flash Developer (m/f)

InnoGames GmbH — Hamburg, Germany
[04.21.14]
Software Developer C++ Mobile (m/f)
Software Developer C++ Mobile (m/f)

FableLabs — San Francisco, California, United States
[04.20.14]
Senior Tools Developer (C#, Unity3D)
Create Content Authoring Tools to Empower Interactive Storytellers