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April 18, 2014
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April 18, 2014
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What's next for Puzzle & Dragons and GungHo? 13
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet, Mobile Games

Video games and gun violence: A year after Sandy Hook 64
by Mike Rose [02.10.14]
Following the horrific December 2012 shooting at Sandy Hook, the game industry sat down with the Vice President to talk about gun violence. A year later we ask: What's come of that meeting? Gamasutra's Mike Rose reports.

Taking on the challenges of being a mom in game development 28
by Leigh Alexander [01.23.14]
Gamasutra's Leigh Alexander talks to game developers who also happen to be mothers, about the challenges of balancing work and life, and finding success in a male-dominated industry.
Business/Marketing, Recruitment

How today's game developers come to grips with self-promotion 17
by Leigh Alexander [01.15.14]
Leigh Alexander speaks to developers who have been forced to acclimate to a world where they have to market their own games, do their own press outreach, and create their own materials.
Business/Marketing, Indie

Ethical Free-to-Play Game Design (And Why it Matters) 90
by Greg Costikyan [01.10.14]
Ex-Playdom senior designer and game industry veteran Greg Costikyan takes a hard look at free-to-play design and business practices and urges the industry to change them -- as ethical design will increase long-term value.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

Microsoft lags behind Sony, with 5 million Xbox Ones shipped 11
by Christian Nutt [04.17.14]
Today, Microsoft finally released some updated numbers for the Xbox One console: It's shipped 5 million units to retail so far, versus Sony's 7 million PS4s sold.
Business/Marketing, Console/PC

AMD's profits bolstered by continued demand for console chips  
by Christian Nutt [04.17.14]
The chipmaker -- now ubiquitous in this generation of game consoles -- continues to show big year-on-year gains as manufacturers gobble up its supplies.
Business/Marketing, Console/PC

Banner Saga, CandySwipe devs resolve trademark disputes with King 4
by Alex Wawro [04.17.14]
Stoic Studios and Albert Ransom claim to have reached an agreement with Candy Crush Saga maker King whereby their games may coexist without further trademark litigation.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Credit Cards and Geolocation  
by Ulyana Chernyak Xsolla [04.17.14]
How can Credit Cards aid in Geolocation and Gaming: from standard techniques such as discovering a user’s IP address to more sophisticated methods such as identifying bank location, telephone area code, email address.
Business/Marketing, Social/Online

Cult County Kickstarter: Funded Success or Public Failure? 8
by Jools Watsham [04.17.14]
Renegade Kid's co-founder, Jools Watsham, writes an honest and open account about their Cult County Kickstarter campaign's journey so far. With 14 days left, this midway account is a stepping stone towards either funded success or public failure.
Business/Marketing, Production, Console/PC, Indie

Reflections on an Indie Failure – StarLicker Postmortem  
by Hayden Cacace [04.17.14]
A postmortem about Heartonomy's iOS game StarLicker. The game was not a success, and in this article the developers reflect on the mistakes that were made and what they learned from them.
Business/Marketing, Design, Production, Indie

Diversity, Halo, and the 'sexual/political agenda' of Fragments of Him 1
by Mata Haggis [04.17.14]
Why is it that games that address issues of diversity are often described as having an 'agenda', regardless of content, when mainstream titles are not given this label? Inspired by the recent Different Games conference, this post discusses this phenomena.
Business/Marketing, Design, Serious, Indie

The Collectables monetization analysis 2
by Ethan Levy [04.17.14]
Despite Crytec pedigree, high-end visuals, core gameplay and Mobage integration, The Collectables has not made a major impact on the iOS charts. In this post, F2P expert Levy analyzes the design issues negatively impacting monetization and retention.
Business/Marketing, Design, Smartphone/Tablet

Sucker Punch Productions — Bellevue, Washington, United States
Director of Engineering
Director of Engineering

Gameloft — New York, New York, United States
Lead UI Designer
Global mobile games leader Gameloft is seeking a cutting-edge Lead UI Designer to join the exciting New York studio.

Gearbox Software — Plano, Texas, United States
Graphics Programmer

WildTangent — Seattle, Washington, United States
Game Producer

SOAR Inc. — Mountain View, California, United States
Unity 3D MiniGame Programmer (and Designer)
The Unity 3D MiniGame Programmer/Designer will take ownership of developing a series of narrative-themed simulations and minigames for a cutting-edge games & learning product

Nexon America, Inc. — El Segundo , California, United States
Web Designer - Temporary - 3 month
The Web Designer plans and creates various interactive design solutions for all aspects of our NxA and game-related online presence, including web sites, online campaigns, in-game services and events, mobile application, etc.

Darkside Game Studios — Sunrise, Florida, United States
Mid-Senior Graphics Programmer

2K — Novato, California, United States
Senior Video Editor & Animator – Temp

WB Games — San Francisco, California, United States
Lead Engineer

Digital Extremes — LONDON, Ontario, Canada