June 19, 2018
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June 19, 2018
Game Design Beyond Screens & Joysticks - Conclusion (5/5)
A Prefab Primer
Why Dunbar's Number Means Shards are a Good Idea
Video Game Deep Cuts: Another Grim E3 World
The Identity Switch
June 19, 2018
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Next Generation Monetization: Supremacy Goods
Is your microtransaction-based game set up for failure or success? Consultant and writer Ramin Shokrizade discusses a new class of goods that is likely to damage the health of your user base -- and in this article, posits rules for goods as well as taking a hard look at how some games function.
Predicting Churn: When Do Veterans Quit?
In the follow-up to his original article, Dmitry Nozhnin, head of analytics and monetization at Russian MMO publisher Innova, shares his methodology for predicting when veteran players will quit the game -- identifying when players will drop two to three weeks before they do.
Will HTML5 Change the Way Games are Made?
The co-founder of HTML5 tool PlayCanvas discusses the advantages of developing in the language, sharing his opinions on how the emerging technology will really affect game developers, making a case for the language as a great next step in game development.
Staying Triple-A: How Big Independent Studios are Turning to Mobile and Social
In this feature, Gamasutra speaks to Insomniac's Ted Price, David Jaffe, and more, to find out how and why these developers with a lot of console experience are turning to new markets to make the best of their craft.
Scaling a Physics Engine to Millions of Players
An ex-Blizzard physics and networking lead for online game
shares the secrets of how the Lego-like building game simulates rigid bodies for millions of players at a time -- without losing either performance or fun.
Sponsored Feature: The Cost of Ignorance
PapayaMobile director of marketing Justin Mauldin reviews the latest statistics on user acquisition costs and conversion rates, and offers up some helpful tips on how to make sure users get engaged with your free-to-play Android game and stick around.
EA's Core Strategy: Tech, Teams, Brands
In this new interview, EA Games label boss Patrick Soderlund discusses how the huge publisher tackles its core gamer business -- whether it's from the perspective of the Frostbite 2 engine, or its free-to-play business, or fostering creativity.
Using Facebook Ads to Find Your Game's Audience
In this article, a marketer and indie developer outlines exactly how to use split testing to hone in on your audience via Facebook ads -- driving traffic to your fan page or home page and determining specifically what demographic is most interested in your title.
: By the Numbers
Indie developer Lars Doucet explains how his team's game
survived the change from a free Flash game to a full-fledged download title, and share insight into how audiences find and decide to buy the game.
How Triple-A Games Went Social and Why They're Not Going Back
How and why are the major publishers integrating social features into their games? Can game-level social networks become an essential part of the game playing experience? Gamasutra dives in to Halo Waypoint, Call of Duty Elite, DICE's Battlelog, and more.
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