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August 22, 2014
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August 22, 2014
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Evolution of MMO maps: Moving bases 2
by Gamasutra Community [08.22.14]
"Astro Lords: Oort Cloud allows players to constantly move their bases. This blog outlines the opportunities and challenges it creates for game design, and the consequences it has on processing power and hardware needs."
Design, Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

#welovegamedevs hashtag brings the love to game developers 3
by Mike Rose [08.22.14]
A Twitter hashtag dedicated to showing support for game developers whose games have touched our lives is trending today.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

GDC board members share advice for pitching a GDC 2015 talk  
by GDC Staff [08.21.14]
The GDC 2015 call for submissions closes next Thursday, August 28th, and to help you better prepare we've got some advice on pitching talks from a few members of the GDC advisory board.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

'Fail early'? It doesn't work in game dev 28
by Gamasutra Community [08.20.14]
A veteran developer shares his take on the "fail early" mantra: "I have nothing but bad experiences when game companies talk about the importance of failing early."
Production, Console/PC, Indie, Smartphone/Tablet

Monzo attempts to bring model kit construction to your mobile Exclusive 1
by Mike Rose [08.21.14]
Following gory titles like Shadowgun and Dead Trigger, Madfinger Games is now building a game about... model kits.
Business/Marketing, Design, Smartphone/Tablet, Exclusive, Video

Unity rolls out version 4.6, open-source initiative, Unity Cloud Build 11
by Christian Nutt [08.20.14]
Today at its Unite conference in Seattle, Unity announced new initiatives and new features for its engine, and we have the details, with comments from CEO David Helgason.
Programming, Console/PC, Indie, Smartphone/Tablet

Paying to win: A case study 27
by Gamasutra Community [08.21.14]
"If I spent $100 on in-game currency, how far would my money go? Was it enough to ascend to the highest levels of that week’s PvP tournament leaderboard?" One developer finds out.
Business/Marketing, Design, Smartphone/Tablet

Mobile phone history: The Nokia 3210  
by Gamasutra Community [08.21.14]
"The word ‘iconic’ is overused... I can only start sketching out here why the 3210 is a powerful image, and what it might represent."
Business/Marketing, Smartphone/Tablet, History


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 18
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) 99
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


Dragons Fly over China. Vikings land in Rural Michigan. They’re Forging New Mobile Location-Based Games Territory  
by Pete Mauro [08.22.14]
Microsoft just released a new evolution of mobile location-based games with DreamWorks Animation and HitPoint Games. Here we describe the challenges we encountered, and how we overcame them. A tool kit for 3rd party developers is also in the works.
Smartphone/Tablet

Animation, Sound and Scoring: How Plarium Brought Sparta to Life  
by Oren Todoros [08.22.14]
A behind-the-scenes look of how Plarium produces cinematic trailers for game launches.
Audio, Business/Marketing, Design, Production, Art, Social/Online, Smartphone/Tablet

2 Royalty Free Video Game Music Libraries  
by Kevin Knapp [08.22.14]
These products feature a combined total of 38 tracks featuring over an hour of royalty free professional video game music that can be used for your student, indie, professional, and enthusiast game design projects.
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Tutorial Design for Multi-System Games  
by Josh Bycer [08.21.14]
Creating a good tutorial can mean the difference of getting new fans and scaring them off. Today's post examines the difficulty of making a good tutorial and some suggestions for complex titles.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Clash of Clans vs. Boom Beach: Part 1 - The Hook  
by Dimitar Draganov [08.21.14]
This is the first post from a series comparing two of the top grossing strategy tycoon titles - Clash of Clans and Boom Beach. The series will examine in detail the changes Supercell implemented in Boom Beach and discuss the rationales behind them.
Business/Marketing, Design, Smartphone/Tablet, Mobile Games


GREE International — San Francisco, California, United States
[08.21.14]
Senior Software Engineer, Unity
Senior Software Engineer, Unity

GREE International — San Francisco, California, United States
[08.21.14]
Engineering Manage - Game Server
Engineering Manager - Game Server

GREE International — San Francisco, California, United States
[08.21.14]
Senior iOS Developer
Senior iOS Developer, Game Studio

HITN — Brooklyn, New York, United States
[08.21.14]
QA Tester


Gameloft — Seattle, Washington, United States
[08.21.14]
Art Director
Mobile games dominator Gameloft, worldwide publisher of mobile and social games,is looking for a Art Director to start a new studio in Seattle.

Disney Consumer Products — Glendale, California, United States
[08.20.14]
Contract Game Programmer


Turbine Inc. — Needham, Massachusetts, United States
[08.20.14]
Software Engineer, Mobile
Turbine, Inc. seeks a Software Engineer for its Needham, MA development studio to develop new products for mobile and tablet platforms. In this position, you will have a hands on role in defining and implementing key game systems and features, in collaboration with other software engineers, artists, and game designers. You will be working with a mid-size team of developers to create new products for iconic Warner Bros. intellectual properties. We are looking for candidates with a passion for games and game development.

InnoGames GmbH — Hamburg, Germany
[08.20.14]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

InnoGames GmbH — Hamburg, Germany
[08.20.14]
Mobile Developer C++ (m/f)
Mobile Developer C++ (m/f)

Big Fish Games — Seattle, Washington, United States
[08.19.14]
Engineering Manager- Studios