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December 19, 2014
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December 19, 2014
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Gamasutra's Best of 2014: Phill Cameron's Top 5 Games 1
by Phill Cameron [12.19.14]
2014 marked a year where the best games were those that experimented with new ways to play, both from a mechanical and a narrative viewpoint.
Design, Console/PC, Indie, Smartphone/Tablet

From console to mobile: 38 days later 3
by Gamasutra Community [12.18.14]
"I am 38 days into mobile. Are my 20 years of console experience applicable to mobile? What are the differences between console and mobile? What is it like to be a mobile producer?"
Production, Console/PC, Smartphone/Tablet

Gamasutra's Best of 2014: Alex Wawro's Top 5 Games 2
by Alex Wawro [12.18.14]
As the temperature drops and the game industry continues its sleepy shuffle through the holiday season, many of us turn to reflect on a simple question: what the hell was this year in games all about?
Design, Console/PC, Indie, Smartphone/Tablet

The Game Outcomes Project: Learning how teams succeed and fail 15
by Gamasutra Community [12.17.14]
"We have seen that four factors – project duration, team experience, financial incentives, and re-use of an existing game engine from a similar game – have clear correlations with game project outcomes."
Production, Console/PC, Social/Online, Smartphone/Tablet

Gamasutra's Best of 2014: Kris Graft's Top 5 Games 5
by Kris Graft [12.17.14]
Look past the conflict in 2014, and you'll see an incredible amount of great games for all kinds of tastes.
Console/PC, Indie, Social/Online, Smartphone/Tablet

Developers' Top 5 games of 2014: Laralyn McWilliams 5
by Gamasutra Community [12.18.14]
"If it's mentioned, no matter how old it is, do I feel compelled to sit down, reinstall it, and play it right then? If the answer is yes, then I'll consider it a favorite."
Design, Console/PC, Social/Online, Smartphone/Tablet

The agile principles of game design and development 5
by Gamasutra Community [12.18.14]
"Let’s face it -- the Agile Manifesto is very much Software Engineer focused. This redrafting is a bit of an experiment in changing the principles to make sense for game design/development."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

New Minecraft game a Telltale, Mojang collaboration 7
by Kris Graft [12.18.14]
Telltale Games has landed yet another partnership with a major property -- this time with Mojang's Minecraft.
Business/Marketing, Console/PC, 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 17
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) 108
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


Gamasutra's Best of 2014: Simon Carless' Top 5 Games  
by Simon Carless [12.18.14]
The top 5 (well, 6 in 5 slots!) games of the year from GDC and Gamasutra overseer Simon Carless, including plenty of replayable goodnewss from all ends of the gaming spectrum!
Design, Console/PC, Indie, Smartphone/Tablet

Game Audio Pillars  
by Rob Bridgett [12.18.14]
Throwing down some high-level, transparent goals for a game audio department which can help build more resourceful and confident teams with an elevated view of what is in front of them.
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Legal News: Killzone and UFC class action lawsuits, Google Play issues IAP refunds  
by Zachary Strebeck [12.18.14]
Game lawyer Zachary Strebeck has a roundup of three game-related legal news stories that broke this week, concerning Sony's Killzone: Shadowfall, the Google Play store's IAP refunds and the UFC anti-trust lawsuit.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Postbug Technical Overview: Compiling C# to Javascript  
by George Hemingway [12.18.14]
My new Postbug game was developed in C# and compiled to Javascript using Erik Kallen's Saltarelle Compiler. This allows for the game to be developed with a statically typed language and run in the browser on a wide range of platforms.
Programming, Console/PC, Indie, Smartphone/Tablet

From Console to Mobile : 38 Days Later 3
by Matt Powers [12.17.14]
Matt is a Senior Producer with 20+ years of console experience. He recently switched to mobile. Would his experience be applicable? Is mobile development that different than console development? 38 days into his new job, Matt explores these questions.
Business/Marketing, Production, Console/PC, Smartphone/Tablet


GameDuell — Berlin, Germany
[12.19.14]
Lead Mobile Games Developer (iOS/Android)


PlayRaven — Helsinki, Finland
[12.19.14]
GAME LEAD


Vicarious Visions / Activision — Albany, New York, United States
[12.19.14]
Producer-Vicarious Visions
See job description.

Gameloft — New York, New York, United States
[12.18.14]
Technical Director
Mobile games dominator Gameloft, worldwide publisher of mobile and social games, is looking for a skilled Technical Director.

Rumble Entertainment, Inc. — San Mateo, California, United States
[12.18.14]
Senior Platform Engineer


Irrational Games — Quincy, Massachusetts, United States
[12.18.14]
IT Manager


Nonstop Games — Singapore, Singapore
[12.18.14]
Producer
Leading and motivating a top team of 7-8 developers, artists and designers, you’ll be the inspiration behind the creation, launch and growth of new mobile games.

Filament Games LLC — Madison, Wisconsin, United States
[12.17.14]
Game Artist


BluBox Games — Santa Monica, California, United States
[12.17.14]
Product Marketing Manager
BluBox Games is a leading publisher of mobile games with operations in Santa Monica, CA. BluBox’s highly successful games include Fast Finger and Monster High Ghouls and Jewels. To fuel its rapid growth, BluBox is seeking a dynamic and motivated Marketing Manager with experience in mobile and/or social gaming, a passion for the creative process, fluency with app analytics and community management, a hands-on approach to partnering with cross-functional teams and licensors. By joining BluBox, you will be at the cutting edge of mobile marketing and contribute to the growth and shape of the publishing business as a whole.

Monarc Gaming Labs — Santa Monica, California, United States
[12.16.14]
UI Artist - CONTRACT