Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 3, 2015
arrowPress Releases
August 3, 2015
PR Newswire
View All
View All     Submit Event






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Gameplay vs. story: How to strike the balance you want 2
by Gamasutra Community [08.03.15]
Experienced narrative designer Evan Skolnick (Star Wars: Battlefront, Dying Light) explores how different games balance gameplay and story, and offers a design framework for making your own choice.
Design, Console/PC, Smartphone/Tablet

Lessons learned while fixing memory leaks in Unity 4
by Gamasutra Community [08.03.15]
Boss Fight Entertainment CTO Rich Geldreich shares a list of practical tips and lessons learned when fixing a major, game-crashing memory leak in Unity.
Programming, Console/PC, Indie, Smartphone/Tablet

Autodesk Stingray game engine to launch later this month  
by Christian Nutt [08.03.15]
You can get your hands on the tool, by subscription, on August 19; later in the summer, Maya LT subscribers will get it bundled for free.
Programming, Console/PC, Smartphone/Tablet

GameDevTweets: A week's worth of what your peers are saying  
by Staff [07.31.15]
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. We've grabbed a load of the past week's best tweets.
Business/Marketing, Design, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Uncovering innovation in the hidden picture genre Exclusive 2
by Bryant Francis [07.31.15]
Serbian studio Eipix proves that there's a lot of innovation happening right now in the genre known as HOPA (hidden object puzzle adventures). You just have to know where to look for it...
Design, Console/PC, Smartphone/Tablet, Exclusive

Color in games: An in-depth look at one of game design's most useful tools 8
by Gamasutra Community [07.30.15]
"Knowledge about color spans across several disciplines: physics, biology, psychology, art, and design. It is a useful tool for the artist to create emotion, and for the game designer to emphasize function."
Art, Console/PC, Indie, Smartphone/Tablet

Beauty in simplicity: The maps of Jelly Splash  
by Gamasutra Community [07.31.15]
"The art style is cute and simple. The artwork takes minimal time and budget to finish. For developers who seek a good budget and quality balance, Jelly Splash gives very good inspiration."
Art, Smartphone/Tablet

Get a job: ToyTalk is seeking a Gameplay and Prototyping Engineer  
by Staff [08.03.15]
Kids' game studio ToyTalk is looking for a high-level Gameplay and Prototyping Engineer to work alongside the company's Chief Creative Officer.
Programming, Smartphone/Tablet, Recruitment


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 24
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


Examining The Five Nights at Freddy's Experience  
by Josh Bycer [08.03.15]
The Five Nights at Freddy's series has become a cult sensation over the last year and today's post looks at what it did from a horror and design angle.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Composing Adaptive Music for Games with Elias Part 3 VR Game Stampede and Unity Integration  
by Dale Crowley [08.03.15]
Adaptive music is discussed through a real world integration example of Elias and the VR game Stampede. I demonstrate how simple it is to integrate with Unity, discuss the performance and memory usage (only .2-.3% CPU and .2 MB of audio memory typically.)
Audio, Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Important Case Studies That Prove App Store Optimization Works  
by Puneet Yamparala [08.03.15]
This is a summary post having the best posts from the app entrepreneurs association. The post post mainly focuses on improving app downloads, app marketing and development
Business/Marketing, Smartphone/Tablet

Games and Data: A Brief Perspective  
by Steve Bailey [08.03.15]
At Gamescom 2014, I asked everyone I met about how they perceive the role of data in the games industry. This is the brief summary of the conversations I've since had about the topic, across the past year.
Business/Marketing, Design, Production, Console/PC, Social/Online, Smartphone/Tablet

Five Lessons Ive Learned Building a MOBA for Touch Screens  
by Kristian Segerstrale [08.03.15]
Kristian Segerstrale, COO and Executive Director at Super Evil Megacorp, shares five lessons learned developing unapologetically core MOBA Vainglory for touch devices.
Business/Marketing, Design, Programming, Console/PC, Smartphone/Tablet


ToyTalk — San Francisco, California, United States
[08.03.15]
Gameplay and Prototyping Engineer


PlayRaven — Helsinki, Finland
[08.03.15]
Senior Server Programmer


WB Games — San Francisco, California, United States
[07.31.15]
Analyst-Monetization


Galxyz Studios — Mountain View, California, United States
[07.30.15]
Sr. Game Developer
Senior Unity 3D programmer to help build an intergalactic science adventure!!

WB Games — San Francisco, California, United States
[07.30.15]
Senior Software Engineer


WB Games — San Francisco, California, United States
[07.30.15]
Sr. UX/UI Designer


NetherRealm Studios — Chicago, Illinois, United States
[07.30.15]
Senior Software Engineer
NetherRealm Studios, a division of WB Games Inc. seeks asoftware engineer to join the team behind the “Mortal Kombat X”, "Injustice" and “WWE Immortals” mobile games. Our small, creatively-independent team brings premium action games to the iPhone and iPad, utilizing WB's most valuable and exciting properties.

Game Circus LLC — Addison, Texas, United States
[07.29.15]
Data Scientist


MindBlown Labs — Oakland, California, United States
[07.29.15]
Producer


Tango - Austin — Austin, Texas, United States
[07.29.15]
UI Designer
Tango Austin is looking for a talented UI Designer to create amazing user experiences for mobile games. The ideal candidate should have an eye for clean, artistic and appealing design, possess superior UI skills and be able to translate high-level design requirements into interaction flows and iconology, and transform them into beautiful, intuitive, and functional user interfaces.?