Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 1, 2015
arrowPress Releases
August 1, 2015
PR Newswire
View All
View All     Submit Event

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

Stalled engine: The TurboGrafx-16 turns 25 28
by Christian Nutt [09.12.14]
25 years ago, NEC released the video game system that fell first in the 16-bit console wars -- but what an interesting failure it was. The history of the TurboGrafx-16 as told by those who were there.
Business/Marketing, Console/PC, History

Selling a game before it's 'done': Tips and insight for paid alphas 10
by Kris Graft [08.28.14]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
Business/Marketing, Alternative Funding

Gamasutra Explains: The YouTuber Phenomenon 22
by Christian Nutt [07.31.14]
What do YouTubers do? Who are they? Why does it matter to you? Gamasutra looked into the phenomenon and created a handy guide so you can get up-to-speed on it.
Business/Marketing, Console/PC, YouTube

'Roguelikes': Getting to the heart of the it-genre 24
by Christian Nutt [05.21.14]
Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
Business/Marketing, Design, Interview, Console/PC, Smartphone/Tablet

Understanding the successful relaunch of Final Fantasy XIV 10
by Christian Nutt [04.18.14]
Producer and director Naoki Yoshida sits down with Gamasutra for an in-depth interview about why he took on his successful quest to reboot a failed MMO into an all-new project.
Business/Marketing, Design, Production, Console/PC, Social/Online

Valve VR partner HTC invests $10 million in startup WEVR  
by Christian Nutt [07.31.15]
The Taiwanese electronics company's commitment to its VR headset, the Vive -- developed in collaboration with Valve -- leads to an investment in a VR content company.
Business/Marketing, Console/PC

GameDevTweets: A week's worth of what your peers are saying  
by Staff [07.31.15]
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. We've grabbed a load of the past week's best tweets.
Business/Marketing, Design, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Red Ash Kickstarter loses thousands in a day as publisher steps up  
by Christian Nutt [07.31.15]
Mega Man creator Keiji Inafune set the world on fire with Mighty No. 9, but his latest crowdfunding venture is problem-plagued.
Business/Marketing, Console/PC, Crowdfunding

Reboot Develop 2015 - Our First Conference  
by Karlo Eldic [07.31.15]
We have just finished - what you would call - a pre-alpha build of our game, Daemonical, and figured it just might be the time to show it off a bit and gather some feedback. That’s why we decided to attend Reboot Develop 2015!
Business/Marketing, Indie

Insider Security Threats Are No Game  
by Mark Warren [07.31.15]
Insider threats are on the rise and affecting all industries, game development included. Here's what you need to know about protecting your project from becoming the next big leak.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Happy Birthday to Cleril Calamity Studios  
by Matthew Hersh [07.31.15]
A now jaded indie developer shares his experience on Greenlight. Shunned, refused to be heard of, My Name is Addiction reaches its birthday without a cake in sight. His other title “Haven” while not quite finished is soon reaching its birthday too.
Business/Marketing, Console/PC, Serious, Indie

Steady revisions improve Nintendo's handheld biz  
by Matt Matthews [07.31.15]
Nintendo's handheld hardware shipments have rebounded slightly, the first sustained turnaround in three years.
Business/Marketing, Console/PC

Player Retention for a Week Long Game (Subterfuge)  
by ron carmel [07.30.15]
Subterfuge is unusual in that it takes a week or more to play a single game. What does player retention look like for such a slow game? Here's a short post sharing some of our data.
Business/Marketing, Indie

Ready At Dawn Studios — Irvine, California, United States
Senior Level Designer

Sanzaru Games Inc. — Foster City, California, United States

Sanzaru Games Inc. — Foster City, California, United States
Level Artist

Sanzaru Games Inc. — Foster City, California, United States
Character Artist

Ready At Dawn Studios — Irvine, California, United States
Lead Level Designer
We are seeking a sharp and ambitious lead level designer to join our team.

WB Games — San Francisco, California, United States

WB Games — San Francisco, California, United States
Game Director

Retro Studios - Nintendo — Austin, Texas, United States
RETRO STUDIOS - Graphics Engineer

Deep Silver Volition — 61820, Illinois, United States
Senior Technical Artist

Deep Silver Volition — Champaign, Illinois, United States
Sr. Systems Designer