January 22, 2018
Giant Enemy Crab
Technical Art Director
Lucky Charm Games
Web Developer - Front End
Studio Game Engineer
Senior Tools Engineer
Senior UI Artist
January 22, 2018
Video Game Deep Cuts: Labo On A Police Quest?
So You Want To Compete With Steam
Call of Duty WWII and Historical Memory
The cost of games
Player Relationship types in Hades’ Star
January 22, 2018
Gecko Studio release
Little Buno, their
One Special Day Total
Tangledeep Steam Launch
Date set for February 1
Goddess Pele Comes to
Tune in to XSEED Games
Zwei: The Arges
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Game Career Guide
SPONSORED FEATURE: Are Game Development Funds Doing Developers More Harm than Good?
PapayaMobile CEO Si Shen shares her take on the future of mobile games and discusses the company's new Games Academy, "a program for elite developers who want to create innovative and profitable mobile social games."
Building Games that Run on Poor Mobile Connections
The former SVP of engineering of Moblyng, developers of
Social Poker Live
, explains the ins and outs of getting network traffic up and running over spotty cell connections using HTML5.
The Design of Free-to-Play Games, Part 2
The rise of the free-to-play business model has drastically changed the landscape of game development, and in this feature, designer Pascal Luban takes a look at the design elements which free-to-play elements designers can address and looks at future trends.
, Intellectual Property, and the Future of Copyright
IP lawyer Greg Lastowka looks at what Mojang has achieved with its massively popular game -- not just creatively, but in terms of shattering the boundaries between player and developer, and what that means in the current internet age.
The Verge of Change: Ben Cousins on Founding Ngmoco Sweden
As the popularity of mobile games continues to snowball, Ngmoco Sweden's Ben Cousins discusses how, in the years to come, we'll see mobile game teams expanding to the size of console game studios.
7 Things To Know About HTML5
HTML5 is poised to blow open game development and smash app stores and native applications -- or is it? Gamasutra speaks to game developers and Google about the advantages and shortcomings of the new standard.
What the Copycat Saw: Creative Theft in Mobile and Social Games
What can developers do technologically, legally, and creatively, to combat the wave of copycat games in the social and mobile spaces? Gamasutra speaks to Kixeye CEO Will Harbin, Booyah's Brian Cho, lawyer Greg Boyd, and more.
Gamasutra's Best Of 2011
Another year is ending, and Gamasutra has once again taken a broad look at the ever-expanding face of the industry with a series of articles that identify the games, trends, and companies that have made the biggest impact.
Classic Design Lessons: What Free-To-Play Can Learn From Arcades
An experienced coin-op designer from Spain's Gaelco (
) moves into the world of free-to-play games, and notices eerie similarities between the new markets -- and in this article, shares his insights.
The Making of
Star Wars: The Old Republic
Creative director James Ohlen, lead writer Daniel Erickson, and BioWare co-founder Greg Zeschuk reflect on the long journey that lead to this week's release of
Star Wars: The Old Republic.
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