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December 15, 2017
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Why Device 6 dev Simogo is taking a break from mobile games 5
by Jennifer Allen [12.13.17]
It seems like a big deal for the studio, and a significant bellwether for mobile game devs, so Gamasutra quickly talks with Simogo cofounder Simon Flesser to find out more about the decision.
Business/Marketing, Design, Smartphone/Tablet

Bury Me, My Love and the emotional rollercoaster of making a video game 1
by Gamasutra Community [12.12.17]
Bury Me, My Love creative director Florent Maurin walks through every step of the dev team's very intense 18 months building the striking game about a Syrian migrant's journey to Europe.
Business/Marketing, Design, Production, Art, Indie, Smartphone/Tablet

Google Play kicks off 'Change the Game' to promote gender diversity in mobile games  
by Alissa McAloon [12.14.17]
The new initiative aims to promote diversity, celebrate female experiences, and empower women that create and play video games.
Business/Marketing, Smartphone/Tablet

Blog: Animal Crossing: Pocket Camp - Can an old dog learn new tricks?
by Gamasutra Community [12.14.17]
Animal Crossing introduced appointment mechanics and short session gameplay to the mainstream over a decade ago. So what can the grandfather of simulation games teach us about game design?
Design, Production, Smartphone/Tablet

Investors sink $25M into mobile eSports platform Skillz 1
by Chris Kerr [12.13.17]
Skillz has hosted over 100 million mobile tournaments over the past six years, and currently hosts over 500,000 tournaments each and every day. 
Business/Marketing, Smartphone/Tablet

App Store devs can now make their games available for pre-order 1
by Chris Kerr [12.12.17]
The Cupertino giant rolled out the feature yesterday, meaning devs can now make their apps available for pre-order 90 days before they're due to launch,
Business/Marketing, Smartphone/Tablet

Learn to make great interactive experiences for mobile at GDC 2018  
by Staff [12.12.17]
At GDC 2018 a panel of mobile story experts from Inkle (80 Days), Big Fish Games (Lifeline), and Pocket Gems (Episode) will discuss and debate how to create great narrative experiences for mobile.
Design, Smartphone/Tablet, GDC

Apple's evolving rules make iOS a hard platform for small devs, says Year Walk dev  
by Alissa McAloon [12.11.17]
Keeping a game from being phased out of Apple's App Store means devs have to keep it supporting it perpetually, something some devs are finding hard to justify.
Production, Console/PC, Smartphone/Tablet

Fixing Your Game's Perceived Slowness with Elevators  
by Doug Stewart [12.15.17]
When people complained about slow elevators, adding mirrors solved the problem. This article explains how to apply this same wisdom to minimizing the perceived inconvenience of load times in video games.
Design Console/PC Indie Social/Online Smartphone/Tablet

Where to begin to create your first game  
by Herbert Llanas [12.13.17]
Here are the main tips that will aid you to create your first video game.
Programming Console/PC Smartphone/Tablet

Post Mortem: The Death of Flash and Rewriting 1.4 Million Lines of Code  
by Doug Pearson [12.12.17]
Following nearly eighteen months of engineering work, FlowPlay CTO Doug Pearson details the transition of 1.4 million lines of code from a Flash-based codebase to Haxe including choosing a platform, challenges and key decisions, and his lessons learned.
Design Programming Console/PC Social/Online Smartphone/Tablet

What Nintendo Power Can Teach Us About Indie Game Marketing 2
by Chris Zukowski [12.12.17]
Nearly 30 years ago Nintendo started publishing a magazine that captured the imagination of every video-game-playing child in North America. It was also a great marketing tool. Here is what it did right...
Business/Marketing Design Console/PC Indie Social/Online Smartphone/Tablet

Video Game Deep Cuts: A Far Cry From Wizard-Sniffing  
by Simon Carless [12.11.17]
This week's top game articles/videos include the story behind Far Cry 5, a wizard-sniffing text adventure, the hillbillies of Grand Theft Auto Online, and lots more.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR

Kaneva — Atlanta, Georgia, United States
Software Engineer, UI

PlayRaven — Helsinki, Finland
Senior Live Producer (Project Aurora, EVE Universe)

IGT Australia Pty Ltd — Hawthorn East, Victoria, Australia
Software Engineer – C#/Unity

Tonk Tonk Games — Los Angeles / Remote, California, United States
Unity Developer
Experienced Unity Engineer

Tilting Point — New York, New York, United States
Senior QA Analyst