Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 13, 2017
arrowPress Releases






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


Bury Me, My Love and the emotional rollercoaster of making a video game  
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

What devs are saying about the design of Animal Crossing: Pocket Camp 4
by Joel Couture [12.11.17]
Game makers have been buzzing about Nintendo's new mobile Animal Crossing, and here devs around the industry analyze Pocket Camp's monetization design, controls, aesthetic, and more.
Business/Marketing, Design, Smartphone/Tablet, Video

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

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 debatehow to create great narrative experiences for mobile.
Design, Smartphone/Tablet, GDC

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 devscan now make their apps available for pre-order 90 days before they'redue to launch,
Business/Marketing, Smartphone/Tablet

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

Video Game Deep Cuts: A Far Cry From Wizard-Sniffing  
by Gamasutra Staff [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

PlayRaven partners with Improbable for first SpatialOS-powered mobile MMO  
by Alissa McAloon [12.07.17]
Due for a full reveal in 2018, PlayRaven's Project Metro is the first mobile title to make use of Improbable's cloud-computing technology.
Social/Online, 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 1
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

The emotional rollercoaster of making a video game  
by Florent Maurin [12.08.17]
For the last year and a half, the team behind Bury me, my Love have been working on this reality-inspired game about a Syrian migrant's journey to Europe. Florent Maurin, the project's creative director, tells all the steps to a very intense 18 months.
Business/Marketing Design Production Serious Indie Smartphone/Tablet

RIP Flash: dont miss your opportunity to port the games into Unity!  
by Paul Grebenyk [12.08.17]
Over the last year Chrome, Microsoft Edge, and Safari have stopped supporting Flash. And by 2020 Flash will be completely dead. Does this mean that many of popular games will also die? There is a solution to avoid this undesirable scenario.
Business/Marketing Programming Production Art Indie Social/Online Smartphone/Tablet


Gamehouse — Eindhoven, Netherlands
[12.12.17]
Senior Release Manager


IGT Australia Pty Ltd — Hawthorn East, Victoria, Australia
[12.11.17]
Software Engineer – C#/Unity


Pixelberry Studios — Mountain View, California, United States
[12.11.17]
Engineering Manager
Engineering Manager at Pixelberry Studios

Tonk Tonk Games — Los Angeles / Remote, California, United States
[12.09.17]
Unity Developer
Experienced Unity Engineer

Kaneva — Atlanta, Georgia, United States
[12.06.17]
Software Engineer, UI


Tilting Point — New York, New York, United States
[11.16.17]
Senior QA Analyst