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April 25, 2018
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Ragnarok Online shutting down European servers after 14 years  
by Emma Kidwell [04.25.18]
Ragnarok Online servers are shutting down across European regions on May 25.
Business/Marketing, Social/Online

343 clarifies Halo modding policy as fan-led Halo Online revival gets the axe  
by Alissa McAloon [04.25.18]
Halo developer 343 Industries has put the kibosh on a fan project that sought to revive a canceled Russia-only game called Halo Online.
Business/Marketing, Console/PC, Social/Online

Xbox marketing lead Albert Penello leaves Microsoft after 18 years  
by Chris Kerr [04.25.18]
Penello had recently been leading the worldwide go-to-market strategies for all Xbox consoles, from the standard Xbox One to the supercharged Xbox One X.
Business/Marketing, Console/PC

Belgian Gaming Commission declares loot boxes illegal 24
by Chris Kerr [04.25.18]
The Belgian Gaming Commission has declared loot boxes illegal, following in the footsteps of their Dutch counterparts who reached a similar decision last week.
Business/Marketing, Console/PC

Norwegian studio nets $400K to finish co-op puzzler Pode  
by Chris Kerr [04.25.18]
Norwegian indie outfit Henchman & Goon has netted $400,000 to push ahead with the development of its co-op puzzler, Pode.
Business/Marketing, Console/PC

How many wishlists should your game have when launching on Steam? 11
by Gamasutra Community [04.25.18]
Game dev Jake Birkett asks fellow devs to share their Steam wishlist-related data and tries to suss out the all-important relationship between wishlists at launch and sales at launch.
Business/Marketing, Console/PC, Indie


Kotaku is not the answer: strategic thinking for indie game PR  
by Lewis Denby [04.25.18]
Indie devs new to PR are often tempted to set their sights on coverage from the very biggest games websites. But this can often be counterproductive. This article explores why Kotaku is not the answer - and what indie developers might want to try instead.
Business/Marketing, Indie

How many wishlists should you have when launching on Steam? 11
by Jake Birkett [04.25.18]
I recently asked developers to share their Steam wishlist-related data because I wanted to know the relationship between wishlists at launch and sales at launch. Here's what I found out.
Business/Marketing, Indie

Game Design in Real Life: Lessons from a Disney Vacation 1
by Caleb Compton [04.24.18]
Game design lessons can be found everywhere. In this article, the first in my "Game design in real life" series, I take a look at some of the design lessons that can be learned from the design of Disney World.
Business/Marketing, Design, Production, Art

Entering the Indie Games Market at the Lowest Cost Possible  
by Tim Hoang [04.24.18]
This post discusses actual costs of indie game development, what developers need to know before they begin developing, and how to budget and spend properly on projects.
Business/Marketing, Indie

PAX East 2018: Designing a Convention Booth  
by Kurt Bieg [04.23.18]
This post is a cross-post from our own website blog. Link: http://www.simplemachine.co/pax-east-2018-recap/ In this post we go over what went into planning our booth for PAX East Including what to order, how to lay stuff out, how to sell merch, etc.
Business/Marketing, Design, Production, Social/Online, Smartphone/Tablet

HTML5 Games Next Frontier - Casual Games For Brands  
by Ben Chong [04.23.18]
Learn how brands are achieving success using casual HTML5 games.
Business/Marketing, Programming, Production


Telltale Games — San Rafael, California, United States
[04.25.18]
VFX Artist


Telltale Games — San Rafael, California, United States
[04.25.18]
UI Designer


Telltale Games — San Rafael, California, United States
[04.25.18]
Texture Artist


Deep Silver Volition — Champaign, Illinois, United States
[04.25.18]
Senior Python Tools Programmer


innogames — Hamburg, Germany
[04.25.18]
Game Designer


innogames — Hamburg, Germany
[04.25.18]
3D Artist – for a New Mobile Game


Infinity Ward / Activision — Woodland Hills, California, United States
[04.25.18]
Senior Audio Software Engineer
Infinity Ward is looking for a Senior Audio Software Engineer, someone with a strong interest in audio processing and a passion for creating an awesome audio experience. You should be comfortable working with both programmers and audio content creators, as you will be working closely with both teams. Our games have been nominated and won awards for both BAFTA and TEC. If you want to join a team making true AAA gaming experiences who push the bar for excellence every time, send us your resume.

Infinity Ward / Activision — Woodland Hills, California, United States
[04.25.18]
Audio Software Engineer
Infinity Ward is looking for an Audio Software Engineer, someone with a strong interest in audio processing and a passion for creating an awesome audio experience. You should be comfortable working with both programmers and audio content creators, as you will be working closely with both teams. Our games have been nominated and won awards for both BAFTA and TEC. If you want to join a team making true AAA gaming experiences who push the bar for excellence every time, send us your resume.

Game Closure — Mountain View, California, United States
[04.24.18]
System Software Engineer


Skydance Interactive — Marina Del Rey, California, United States
[04.24.18]
Gameplay Engineer
Skydance Interactive is looking for a skilled Gameplay Engineer to join our engineering team.