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October 31, 2014
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October 31, 2014
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Making better tutorials and menus for mobile games  
by Gamasutra Community [10.30.14]
"If you take a critical eye to modern games and see what theyve done well and what they havent, you can apply these to your own games. With a bit of thought and some testing, you can make your game a much nicer experience for everyone."
Design, Indie, Smartphone/Tablet

Developers, get ready: GDC Next kicks off on Monday  
by Staff [10.30.14]
GDC Next 2014 featuring ADC descends upon the Los Angeles Convention Center next Monday. Here's what you need to know about where to go and what to see while you're there.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video: Mastering the art of killing your games 5
by Staff [10.29.14]
Adam Telfer is a product lead at Wooga who had failed on at least seven projects when he spoke at GDC Europe 2014 earlier this year about Wooga's "hit filter" approach to game design and killing your darlings.
Production, Console/PC, Indie, Smartphone/Tablet, Video, Vault

9 GDC Next talks you shouldn't miss  
by Staff [10.28.14]
Game industry veteran Raph Koster, programming wizard Borut Pfeiffer, industry attorney Mona Ibrahim and Playful Corp CEO Paul Bettner are just a few of the experts speaking at GDC Next this year.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Design, Business/Marketing

The HTML5 open standard has been finalized 6
by Mike Rose [10.29.14]
Nearly two years after the World Wide Web Consortium (W3C) said that the HTML5 project was "feature complete," the group now says that the open standard for HTML5 is ready to go.
Business/Marketing, Console/PC, Smartphone/Tablet, Video

Kim Kardashian helps Glu Mobile to record profits  
by Mike Rose [10.30.14]
Glu Mobile says that strong sales of mobile hit Kim Kardashian: Hollywood have helped the company achieve its strongest quarter results ever.
Business/Marketing, Smartphone/Tablet

Just a level solver: Why my puzzle game took over a year to complete  
by Gamasutra Community [10.30.14]
"I was stumped. Out of optimization ideas, I considered giving up. Maybe I could just put in the best solutions I found on my own and make it a competition for my players to beat those scores?"
Design, Programming, Indie, Smartphone/Tablet

Two Finnish studios band together: Next Games acquires Helsinki GameWorks  
by Christian Nutt [10.30.14]
Two startups with veterans from notable developers like Rovio, Supercell, and Remedy have joined up. Next Games is currently working on a Walking Dead mobile game.
Business/Marketing, 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 16
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) 107
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


GDC Next - our lecture recommendations for press.  
by Simon Carless [10.30.14]
Ahead of our GDC Next show in Los Angeles next week, our press liaison firm FortySeven Communications has again worked with us to put together a list of some of the most interesting lectures at the show.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Breasts? No thank you! 2
by Michelle Martin [10.30.14]
Maybe I should have just made a game about candy pieces. It would have been a lot easier. Calling my shiny, colorful puzzle game Boob Rescue certainly made things a lot harder than they needed to be.
Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet, Mobile Games

The DLC Transition and Expanding the Expansion Pack  
by Josh Bycer [10.29.14]
The lines between expansion packs and DLC have blurred in the digital era and today's post examines how DLC has overtaken expansion packs and what this means for game development.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The New Collectible Market for Game Development -- Toys to Life  
by Ulyana Chernyak [10.29.14]
Today's post examines the rising popularity of the Toys to Life genre and how it's leveraging collect-ability for added profit.
Business/Marketing, Design, Production, Console/PC, Social/Online, Smartphone/Tablet

A bit of design theory for mobile games  
by Christopher Walden [10.29.14]
Not every app has had hours of time dedicated to its design experience. Unfortunately, There are examples of weird, convoluted menu designs and over-explained core game mechanics on every app store.
Design, Indie, Smartphone/Tablet


Magic Leap, Inc. — Wellington, New Zealand
[10.30.14]
Level Designer


Amazon — Seattle, Washington, United States
[10.30.14]
Sr. Software Development Engineer - Game Publishing


Magic Leap, Inc. — Wellington, New Zealand
[10.30.14]
Lead Game Designer


Sega Networks Inc. — San Francisco, California, United States
[10.30.14]
Mobile Game Engineer


Gameloft New Orleans — New Orleans, Louisiana, United States
[10.30.14]
Lead Programmer


Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[10.30.14]
Lead System Designer


Churchill Navigation — Boulder, Colorado, United States
[10.30.14]
3D Application Engineer
Create products for a small,profitable company that specializes in real-time simulation environment utilizing augmented reality, 3D mapping and full-motion video

DeNA Studios Canada — Vancouver, British Columbia, Canada
[10.29.14]
Analytical Game Designer


DeNA — San Francisco, California, United States
[10.29.14]
Software Engineer, Game Server
At DeNA our goal is to make the best mobile social games in the world and our game servers are central to that goal. Simply put, we're looking for talented and driven server engineers who are interested in building highly scalable game servers for hit titles. Our game server engineers build software that juggles the needs of a massive user population.

DeNA — San Francisco, California, United States
[10.29.14]
Full Stack Engineer, Games
You love to build things. Maybe its because you played with Legos growing up. Building is what you shall do at DeNA. We are looking for you to join us in building dynamic, networked games for the iPhone and Android devices. You will work with a team of talented engineers in a fun and focused environment to create the very foundation of our company – the games. We’ll expect you to participate and contribute to the growth of our company by speaking up and being heard.