Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 24, 2018
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


How rigid design limitations improved Gorogoa's puzzles  
by Alissa McAloon [01.23.18]
"The handicapping of the player is part of whats interesting in design," says Gorogoa dev Jason Roberts. "The source of all your power is where you choose to look."
Design, Console/PC, Smartphone/Tablet

Blog: A data-driven look at the rising cost of game dev 20
by Gamasutra Community [01.19.18]
"[Looking] at costs & costs per byte for the window of 1985 to 2005," writes Raph Koster. "Game size went up by 122 times, costs rose by 22x, & therefore we got 6x more efficient at creating content."
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

ESA: The U.S. game industry saw $36B in revenue in 2017  
by Alissa McAloon [01.19.18]
The ESA, along with the NPD Group and App Annie, clock total game industry revenue at $36 billion between console, PC, and mobile software and video game hardware sales.
Console/PC, Smartphone/Tablet

Refine your mobile game-making skills at the GDC 2018 Mobile Summit!  
by Staff [01.23.18]
The GDC 2018 Mobile Summit is packed with talks (from the likes of King, Kongregate, and more) that will give you cutting-edge insight into the state of mobile game design -- and mobile game markets!
Business/Marketing, Design, Production, Smartphone/Tablet, GDC

Video Game Deep Cuts: Labo On A Police Quest? 1
by Gamasutra Staff [01.21.18]
This week's Video Game Deep Cuts includes what certain editors think of Nintendo's Labo accessory for the Switch, a masterful look at the making of Sierra's incendiary Police Quest IV, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Chinese mobile game market sees consumer spending rise by 250% since 2015 1
by Chris Kerr [01.19.18]
The value of the Chinese mobile game market has grown by 250 percent since 2015, with consumers in the region dropping around $11 billion on mobile titles during 2017.
Business/Marketing, Smartphone/Tablet

How Shooty Skies dev Mighty Games aims to do serious games right 1
by Katherine Cross [01.18.18]
Contributor Katherine Cross chats with the team at Australian indie Mighty Games about their new serious games branch, Mighty Serious, and the ethics of making F2P games about real-world issues.
Business/Marketing, Design, Serious, Indie, Smartphone/Tablet

Analyst: Mobile game sessions decreased by 16% in 2017 1
by Alissa McAloon [01.16.18]
As overall smartphone use approaches a plateau, the analytical firm Flurry says that mobile game sessions have once again decreased.
Business/Marketing, Smartphone/Tablet



What we can learn from indie fiction authors  
by Chris Zukowski [01.23.18]
Independently published authors somehow figured out how to survive even though there are over 100,000 eBooks published every year. They have a lot that they can teach us about marketing our self-published games.
Business/Marketing Design Console/PC Indie Social/Online Smartphone/Tablet

Materials in Unreal Engine 4  
by Trent Polack [01.23.18]
A brief guide on material usage in Unreal Engine 4 along with best practices and links to our open-source assets.
Art Console/PC Serious Indie Smartphone/Tablet VR

Signals: a typesafe, lightweight messaging lib for Unity  
by Yanko Oliveira [01.22.18]
Third and final Blood Runs Cold tech postmortem series. Source code included this time! This time, I talk about the lightweight messaging system we developed that helped us keep decoupling and still iterate quickly.
Programming Console/PC Smartphone/Tablet

Video Game Deep Cuts: Labo On A Police Quest? 1
by Simon Carless [01.21.18]
This week's Video Game Deep Cuts includes what editors think of Nintendo's Labo accessory for the Switch, a masterful look at the making of Sierra's incendiary Police Quest IV, and lots more.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR

Developer Diary #4: Birth of the Global Version 3 - Q&A with the Localization Team  
by gumi Team [01.19.18]
In this next diary, we explore a little more in depth on how our language alchemists localize the game, the challenges and idiosyncrasies of translating Japanese-centric game into 4 culturally-unique languages.
Business/Marketing Smartphone/Tablet


Imangi Studios — Raleigh, North Carolina, United States
[01.23.18]
2D Marketing Artist


Imangi Studios — Raleigh, North Carolina, United States
[01.23.18]
Community Manager


NBCUniversal — Glendale, California, United States
[01.22.18]
Games Producer


NBCUniversal — Glendale, California, United States
[01.22.18]
Director, Product Management


NBCUniversal — Glendale, California, United States
[01.22.18]
Product Manager, Interactive Games
This Product Manager would be responsible for driving product vision, business strategy, improved game performance and increased player engagement for the mobile platform business within the Games & Digital Platforms Group.

NBCUniversal — Glendale, California, United States
[01.22.18]
Director, Data Science


Telltale Games — San Rafael, California, United States
[01.19.18]
Senior Tools Engineer


Plarium Michigan Studio LP — Portage, Michigan, United States
[01.19.18]
Senior Systems Designer


Zwift — Long Beach, California, United States
[01.18.18]
Android Game Programmer (c++)
Android Game Programmer to work on a variety of tasks, including performance tuning, deployment, and ensuring all new Game features work smoothly on Android.

Island Brains LLC — San Mateo, California, United States
[01.17.18]
Mobile Game Producer