Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 28, 2015
arrowPress Releases
August 28, 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:


When the pay-to-win button backfires 19
by Gamasutra Community [08.26.15]
Jamie Madigan takes a look at an interesting new study: "The Hidden Cost of Microtransactions: Buying In-Game Advantages in Online Games Decreases a Player's Status."
Business/Marketing, Console/PC, Smartphone/Tablet

Rovio to lay off 260 as restructuring efforts begin 1
by Chris Kerr [08.26.15]
Days after Rovio revealed the next stage of its global expansion plan with the appointment of Anurag Sachdeva, the firm has announced it will cut 260 jobs as part of a new restructuring initiative.
Business/Marketing, Smartphone/Tablet

Developers take to Twitter to share pithy game design tips  
by Alex Wawro [08.25.15]
An interesting smorgasbord of game design advice is accruing on Twitter today under #ShareAGameDesignTip as developers of varying experience levels, backgrounds and projects offer lessons learned.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Test your game designs as bulk simulations, with map/reduce  
by Gamasutra Community [08.26.15]
"it is crucial to verify that all starting scenarios provide an engaging flow from curiosity to thirst. Designers need to use a testing tool to exercise and evaluate more scenarios than is possible using manual testing."
Design, Programming, Smartphone/Tablet

Into the asylum: A postmortem of Human Head Studios' Lost Within  
by Chris Rhinehart, Ryan Jackson [08.26.15]
A detailed, candid postmortem of the mobile horror game -- from concept to crunch and everything in between, this article tells the story of what it took to build Weatherby Asylum.
Business/Marketing, Design, Programming, Production, Smartphone/Tablet

Video: Understanding why your game 'feels' bad (and how to fix it) 6
by Staff [08.25.15]
At GDC Europe 2015, indie developer Nicolae Berbece breaks down what we mean when we say a game "feels great" and rebuilds a bad-feeling death animation live, on stage, into one that feels satisfying.
Design, Console/PC, Indie, Smartphone/Tablet, Video, Vault

Why do all strategy games' App Store icons look the same? 16
by Gamasutra Community [08.25.15]
"And while a face looking directly at you is the most powerful image type, using an angled and expression-filled face helps convey the ideas of action and emotion to potential players."
Business/Marketing, Art, Smartphone/Tablet

Making pirates feel bad using Android push notifications 15
by Gamasutra Community [08.24.15]
"Whether this had any affect on any of the pirates we do not really know. At least they got a reminder of their bad habits and maybe some of them will think twice in the future. We sure hope so."
Business/Marketing, Smartphone/Tablet


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 25
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


The World's Greatest: Why Activision Needs to Acquire Glu and Ember Entertainment  
by Joseph Kim [08.27.15]
Huge pent-up demand exists for Blizzard IP based mobile games. Activision Blizzard should acquire Glu Mobile and Ember Entertainment to create a world dominating mobile games powerhouse... to be the world's greatest. Read how and why!
Business/Marketing, Smartphone/Tablet

Monkey King’s important inspirations for overseas game companies aiming at China 4
by Karvin Sun [08.27.15]
Apart from “Journey to the West”, China still has countless undeveloped stories and figures. And their audiences are pretty similar to players of Supercell’s “Clash of Clans” and “Boom Beach” in China.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Make use of main social platforms for designing and operating  
by Fred Tang [08.27.15]
There are some features that are common across all platforms. Like people, invite, request, leaderboard, achievement, etc. Though there may be some differences in specification and use cases, they share common aspects to meet user’s same needs.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

Why this cartoon game is PEGI-18  
by Michael Bowerman [08.27.15]
I take RememBear through the App Store and Google Play's content rating questionnaires and find some surprising differences.
Design, Production, Indie, Smartphone/Tablet

Art movements in video games, Machinalism  
by Oscar Barda [08.26.15]
We established previously that games are an artistic field in which art pieces can exist, let's now look at a most peculiar state of mind that games can induce or provoke. Let us delve together in a new movement in video games: Machinalism.
Design, Art, Indie, Social/Online, Smartphone/Tablet


Gamaya Inc — Sunnyvale, California, United States
[08.27.15]
Programmer


NetherRealm Studios — Chicago, Illinois, United States
[08.27.15]
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.

Shiver Entertainment — MIAMI, Florida, United States
[08.27.15]
Senior Data Analyst


Ministry of Games — Helsinki, Finland
[08.27.15]
Product Manager / Senior Game Designer


Ministry of Games — Helsinki, Finland
[08.27.15]
Creative Director


Age of Learning, Inc. — Glendale, California, United States
[08.26.15]
Mobile Project Manager


Sega Networks Inc. — Philadelphia , Pennsylvania, United States
[08.26.15]
Senior Artist


PLAYSTUDIOS — Austin, Texas, United States
[08.26.15]
Sr. Database Administrator
WeÂ’re looking for an experienced Sr. Database Administrator to join the PLAYSTUDIOÂ’s team. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If youÂ’re a smart, creative, ambitious engineer committed to building stellar products, we want to talk to you.

PlayQ — Santa Monica, California, United States
[08.26.15]
Senior Game Designer
PlayQ is looking for a Senior Game Designer to contribute to the development of world-class mobile games targeting a mass market. In this role you will collaborate closely with design colleagues and other departments in the creation and implementation of game systems, features, and content. Core responsibilities include owning and championing new game features from concept to implementation, building amazing puzzle game levels, and performing ongoing tuning based on testing, user analysis, and a deep awareness of the competitive marketplace.

Sega Networks Inc. — Philadelphia, Pennsylvania, United States
[08.25.15]
Unity Developer- Philadephia