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November 12, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
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Mobile publisher Flaregames lays off 45 staff  
by Alissa McAloon [11.12.18]
Flaregames has laid off a portion of its staff during a restructure that has also resulted in the departure of its CEO.
Business/Marketing, Smartphone/Tablet

Google Play announces Games for Change design challenge finalists  
by Chris Kerr [11.12.18]
Google Play launched the competition back in March to promote gender diversity by inspiring young women as players and game makers. 
Design, Programming, Production, Smartphone/Tablet, Video

Activision Blizzard's revenues falter after Destiny 2 DLC 'underperformed'  
by Emma Kidwell [11.08.18]
The company's third quarter results were better-than-expected despite a decrease in total revenue and player engagement, as well as unexpectedly weak sales of Destiny 2: Forsaken.
Business/Marketing, Console/PC, Smartphone/Tablet

Video Game Deep Cuts: A Quiet Man, With Trivial Credits 1
by Gamasutra Staff [11.11.18]
This week's highlights include a look at the baffling The Quiet Man, a piece on HQ Trivia's struggles to continue its success, and a look at how credits in video games still aren't going quite right.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Report: Tencent dials back game marketing budget to weather China’s game freeze  
by Alissa McAloon [11.08.18]
With no information as to when China's months-long freeze on issuing new game licenses will end, Tencent is reportedly shifting its budget to weather the halt.
Business/Marketing, Console/PC, Smartphone/Tablet

Three Square Enix mobile games blocked in Belgium over loot box use 2
by Alissa McAloon [11.08.18]
Square Enix is the latest of many developers to be affected by loot box laws in Belgium, alongside the likes of EA, Blizzard, 2K, and Valve.
Social/Online, Smartphone/Tablet

Google's in-app update API gives Android devs new tools for pushing updates  
by Alissa McAloon [11.07.18]
Google's new in-app update API comes in two flavors that offer devs different ways to encourage Android users to update their apps to the latest version through in-app prompts.
Smartphone/Tablet

Report: Japan's mobile game creators are losing out to China, South Korea  
by Alissa McAloon [11.06.18]
Japan has a sizable and still growing market for mobile games, but Japanese companies are turning away from mobile game development to pursue work in other industries.
Business/Marketing, Smartphone/Tablet



The Narrative Struggle  
by Gregory Pellechi [11.12.18]
Writing and Narrative Design are about more than telling stories, they're a question of what should be lost in compression that is creating a video game. It's not an easy choice, that's why we explore it on the latest episode of The Writing Game.
Design Production Console/PC Serious Indie Social/Online Smartphone/Tablet

Video Game Deep Cuts: A Quiet Man, With Trivial Credits 1
by Simon Carless [11.11.18]
This week's highlights include a look at the baffling The Quiet Man, a piece on HQ Trivia's struggles to continue its success, and a look at how credits in video games still aren't going quite right.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR

Space Frontier 2: Game Design in Depth 1
by Olin Olmstead [11.09.18]
A detailed look at the game mechanics underlying Space Frontier 2
Design Smartphone/Tablet

Kliuless? #11: Diablo Fans Feel Blizz-Conned 1
by Kenneth Liu [11.09.18]
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Business/Marketing Design Production Console/PC Serious Social/Online Smartphone/Tablet

Retrospectives are powerful - do them more often!  
by Richard Wood [11.09.18]
Retrospectives are a powerful tool for Producers, but they're often underused. In this blog I outline how I run retrospectives and why I believe they're powerful.
Production Console/PC Serious Indie Social/Online Smartphone/Tablet VR


Plarium Michigan Studio LP — Portage, Michigan, United States
[11.12.18]
Senior System Game Designer
Senior System Game Designer - Portage Michigan

Plarium Michigan Studio LP — Portage, Michigan, United States
[11.12.18]
Senior General Game Designer
Senior General Game Designer - Portage Michigan

Plarium Michigan Studio LP — Portage, Michigan, United States
[11.12.18]
Senior Game Developer
Senior Game Developer - Portage Michigan

Zapdot — Cambridge, Massachusetts, United States
[11.06.18]
Software Engineer


Zapdot — Cambridge, Massachusetts, United States
[11.06.18]
Senior Software Engineer


innogames — Hamburg, Germany
[11.01.18]
Unity Developer for a New Mobile Game


Game Closure — Mountain View, California, United States
[10.31.18]
Game Engineer (HTML5)
Game Engineer (HTML5)

MLB Advanced Media — New York, New York, United States
[10.23.18]
Senior Unity Console Engineer


MLB Advanced Media — New York, New York, United States
[10.23.18]
Lead Technical Director, Gaming and VR


Qualcomm — San Diego, California, United States
[10.17.18]
SR Technical Artist