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April 24, 2014
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Zynga founder Mark Pincus steps down as company poaches Xbox Live point-man 2
by Christian Nutt [04.23.14]
Pincus stepped aside to let Microsoft exec take the CEO role; now he moves away from the day-to-day entirely as Mattrick brings in more Xbox talent.
Business/Marketing, Social/Online, Smartphone/Tablet

Facebook game revenue growth falters as users move to mobile  
by Alex Wawro [04.23.14]
The growth of Facebook game payment revenue is stalling as users abandon the desktop -- where all game payment revenue is currently generated -- in favor of accessing the service via mobile devices.
Business/Marketing, Social/Online

Think you don't have the resources for user testing? Think again 2
by Gamasutra Community [04.22.14]
"User testing is critical, especially when you don’t have resources to spare. The long-term benefits far outweigh the short-term costs, and if you do it right, you'll make a better game."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Spoiler: Steam games with high Metacritic scores tend to sell well 5
by Alex Wawro [04.23.14]
According to data gathered as part of Ars Technica's ongoing Steam Gauge project, games with extremely high Metacritic scores tend to see significantly higher sales on Steam than those with extremely low scores.
Business/Marketing, Console/PC, Social/Online

Facebook's acquisition of Oculus VR gets FTC approval  
by Alex Wawro [04.23.14]
The U.S. Federal Trade Commission has granted antitrust approval to Facebook's proposed acquisition of Oculus VR, allowing the deal to move forward as planned.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet

Blog: Long-term retention - How to keep players playing 11
by Gamasutra Community [04.23.14]
"To heighten the likelihood of engaging a player long term, the game needs to create a vision for the player. Visualize the goal, what the player can become, and what awesome features are ahead."
Design, Social/Online, Smartphone/Tablet

3 tips for organizing internal hackathons  
by Gamasutra Community [04.22.14]
"Before organizing a hackathon, think about the goals you hope to accomplish, as well as the strategies and logistics that will resonate well within your company culture."
Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

10 insightful playtest questions 5
by Gamasutra Community [04.22.14]
"Playtests are always a valuable way to evaluate the state of your game, but it's important to observe the right signs and ask the right questions in order to get objective and worthwhile feedback."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet


Understanding the successful relaunch of Final Fantasy XIV 10
by Christian Nutt [04.18.14]
Producer and director Naoki Yoshida sits down with Gamasutra for an in-depth interview about why he took on his successful quest to reboot a failed MMO into an all-new project.
Business/Marketing, Design, Production, Console/PC, Social/Online

Diversity, communication, and Animal Crossing: New Leaf 1
by Christian Nutt [04.02.14]
Aya Kyogoku, co-director, and Katsuya Eguchi, producer, sit down and discuss the development of Animal Crossing: New Leaf, and how fostering a diverse, communicative team leads to the best results.
Design, Production, Console/PC, Social/Online

What's next for Puzzle & Dragons and GungHo? 14
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) 90
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

With the luster of social games gone, what now? 47
by Leigh Alexander [11.04.13]
Up until a few years ago, the potential of social network games seemed limitless. Now that reality has sunk in, game designers who were once proponents of social games acknowledge that the space may never live up to its potential.
Business/Marketing, Design, Social/Online


Blizzard's Hearthstone - The Special Treatment  
by Mikkel Faurholm [04.23.14]
Hearthstone has had a remarkable first week on the App Store with a position in the top 10 grossing in the U.S. the last two days - but should apple give them special treatment in trying to promote the app? Well, they did.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

The Power of Showing Your Work 2
by Michael Fitch [04.22.14]
One simple tool can make your work life better.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

PR monitoring - March 2014 1
by Thomas Bidaux [04.22.14]
A review of the month of March in regards to the media coverage of video games and video game platforms.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Gamification Design vs Game Design 2
by Andrzej Marczewski [04.22.14]
It is no secret that I would love to get the games industry to become more involved in gamification and have spoken to many people in the industry about it.
Design, Social/Online, Smartphone/Tablet

Forcing the Hard Currency in F2P Games 2
by Mikkel Faurholm [04.22.14]
The time of conversion is a critical point for F2P Games with multiple currencies. The game need to get the player used to spending the provided Gems and Diamonds. But some games push a bit too hard. AppCrimes looks into games forcing the hard currency.
Business/Marketing, Design, Social/Online, Smartphone/Tablet


SG North — Toronto, Ontario, Canada
[04.23.14]
Director of Live Production


Linden Lab — San Francisco, California, United States
[04.23.14]
Sr. Front-end Web Developer
Create performance-optimized, highly interactive web interfaces.

Linden Lab — San Francisco, California, United States
[04.23.14]
Sr. Software Engineer, Back-end
Be the go-to person for the Python backend of our iOS app, Blocksworld!

Linden Lab — San Francisco, California, United States
[04.23.14]
Lead Engineer
Lead Engineer needed to lead a group of Engineers working on our iOS game, Blocksworld!

Turbine Inc. — Needham, Massachusetts, United States
[04.23.14]
VP, Operations
Turbine is looking for a VP of Operations to lead our operations team.

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Cinematics - Lead Animator, In-Game Cinematics
Blizzard Entertainment is looking for a talented lead animator to assist our Cinematics team in creating the next generation of in-game animated films. The in-game pipeline uses assets from the game team and the final renders are made using the game team's rendering engine. The in-game animation team works at a fast pace and is responsible for a large portion of story driven content. The lead animator will manage a team of animators, spearheading project planning and ensuring our artistic quality while staying on schedule. This person should will have top-notch animation skills and be is able to translate the director’s vision into actionable feedback for the team.

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Cinematics - Lead Animator, Pre-Rendered Cinematics
Blizzard Entertainment is looking for a talented lead animator to assist our Cinematics team in creating the next generation of pre-rendered animated films. The lead animator will manage a team of animators, spearheading project planning and ensuring our artistic quality while staying on schedule. This person will have top-notch animation skills and is able to translate the director’s vision into actionable feedback for the team.

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Cinematics - Senior 3D Artist (Temp)
Blizzard Entertainment is looking for a well-rounded, highly adaptable contract senior 3D artist to work with its in-game cinematics team. The senior artist must have the skills to work with very little supervision, is able to make solid decisions with regards to asset creation, and document processes in an efficient and easily understood format. This person will be responsible for maintaining a superior eye with regards to shading, color, as well as, the level of detail on any given asset, does not over or under model an asset, and is able to make decisions that do not break the pipeline or create unnecessary work for other departments. Additionally, this individual is able to lead or direct junior artists in the creation of larger team based assets. The ideal candidate is self-motivated and continuously seeks to improve their skills and abilities with regards to 3D asset creation.

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Cinematics - Senior Character Modeler (Temp)
Blizzard Entertainment is looking for an exceptionally skilled character modeling artist for its Cinematics department. Candidates should have extensive experience working with modeling / sculpting tools to achieve photorealistic characters. The candidate must be organized and creative, with the ability to solve problems efficiently.

Blizzard Entertainment — Irvine, California, United States
[04.22.14]
Cinematics - Storyboard Artist
Blizzard Entertainment is looking for a talented story artist to assist our cinematics team in creating the next generation of our award-winning cinematics! The story artist will not only function as a conventional storyboard artist but additionally will contribute collaboratively to both story and sequence development with the director.