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February 25, 2018
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The Legend of Zelda: Breath of the Wild big winner at DICE Awards 3
by Kris Graft [02.23.18]
At the 21st DICE Awards in Las Vegas on Thursday night, Nintendo’s The Legend of Zelda: Breath of the Wild won game of the year, in addition to three other awards.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

How Michael Brough's love of exploring a single game mechanic beget Cinco Paus  
by Jennifer Allen [02.22.18]
"I get a lot out of cleaning up ideas to get at the heart of them," says game dev Michael Brough in this chat about his latest, a game (in Portugese) all about identifying items via trial and error.
Design, Indie, Smartphone/Tablet

Rovio partners with GSN Games for cash-wagering Angry Birds game 2
by Alissa McAloon [02.21.18]
Angry Birds Champions requires players to pay a fee per play and potentially rewards them with a cash payout if they score well enough.
Console/PC, Social/Online, Smartphone/Tablet

Report: Fire Emblem Heroes pulled in nearly $300M during first year  
by Chris Kerr [02.21.18]
Fire Emblem Heroes has cemented its position as Nintendo's most successful mobile title to-date, earning five times more revenue than Super Mario Run during its first yea
Business/Marketing, Smartphone/Tablet

Blog: How marketing drives engagement in free to play games  
by Gamasutra Community [02.21.18]
The role of marketing in free to play games is often underestimated. In the modern understanding of marketing, you need to accompany customers after purchases and make them an advocate for the brand.
Business/Marketing, Smartphone/Tablet

Get a job: Game Closure is looking for a System Software Engineer  
by Staff [02.23.18]
Game Closure is on the hunt for System Software Engineers to help it build the social games that guide the development of its mobile game engine.
Programming, Smartphone/Tablet, Recruitment

Google opens up ARCore access as SDK exits preview  
by Alissa McAloon [02.23.18]
Google has launched version 1.0 of its augmented reality SDK, pushing the tool out of preview and allowing devs to create and publish AR apps to the Play Store.

GDC 2018's Session Scheduler is live -- use it to make the most of your trip!  
by Staff [02.22.18]
Conference organizers encourage you to take advantage of the free GDC 2018 Session Scheduler to lay out our week at the show in an intuitive, easy-to-navigate fashion!
Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC

Why a "Flappy Bird Clone" Took More Than 7 Years to Make 4
by Matias Kindermann [02.23.18]
The story of how a game that has absolutely nothing to do with Flappy Bird took over 7 years to make. During that long process it became known as a "Flappy Bird Clone" and we decided to not care anymore and let people play it and decide for themselves.
Business/Marketing Design Programming Production Art Console/PC Indie Smartphone/Tablet

How to build your marketing system 6
by Chris Zukowski [02.20.18]
Confused as to what marketing strategy to use? This post will help you organize your tactics and form a strategy to ensure people who are interested in your game will be with you on launch day.
Business/Marketing Design Production Console/PC Indie Social/Online Smartphone/Tablet

Video Game Deep Cuts: Florence & The Orange Monster Box  
by Simon Carless [02.18.18]
This week's Video Game Deep Cuts highlights include a look at evocative smartphone title Florence, the anniversary of Valve's Orange Box, and a Monster Hunter buddy team-up service.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR

A Look Back at 2017 Game Industry [Report] 1
by Mantin Lu [02.16.18]
This article wraps up 2017 Global Game Industry and I provided my thoughts about what actions to take in 2018.
Business/Marketing Design Production Console/PC Social/Online Smartphone/Tablet

Creating 2D Particle Effects in Unity3D 4
by David Finseth [02.16.18]
Technical Artist David Finseth of Synapse Games explains how the particle effects in "Spellstone" and "Animation Throwdown" were created in Unity3D.
Design Art Social/Online Smartphone/Tablet

Tic Toc Games — Burbank, California, United States

Blue Wizard Digital — Vancouver, British Columbia, Canada
Digital Marketing/ User Acquisition Specialist

Truly Social Games LLC — Portland, Oregon, United States
Marketing/ UA Manager

Seismic Games — Los Angeles, California, United States
Backend Engineer

Disruptor Beam, Inc. — Framingham, Massachusetts, United States
VFX Artist

Backflip Studios — Boulder, Colorado, United States
Engineering Manager

Backflip Studios — Boulder, Colorado, United States
Product Manager

Game Closure — Mountain View, California, United States
System Software Engineer
Play a pivotal role in creating a platform to revolutionize the mobile game development industry.

The Walt Disney Company — Glendale, California, United States
Senior Software Engineer - Games

Backflip Studios — Boulder, Colorado, United States
Product Owner