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January 24, 2015
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January 24, 2015
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Stalled engine: The TurboGrafx-16 turns 25 26
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 21
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 18
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

DayZ hits 3 million sales after 13 months in Early Access  
by Christian Nutt [01.23.15]
The popular standalone version of DayZ has hit 3 million sales in just over a year -- as the team works to rebuild its engine from the ground up.
Business/Marketing, Console/PC

Video: Building Glitch City, a Voltron-like indie dev collective  
by Staff [01.23.15]
At GDC Next 2014, indie developers Asher Vollmer, Teddy Diefenbach, Ben Esposito and other Glitch City members discuss their failures and successes in founding an indie dev collective and workspace.
Business/Marketing, Indie, Video, Vault

The development and sales of a niche iOS game: Freediving Hunter 4
by Gamasutra Community [01.23.15]
A quick and cost breakdown, and sales/revenue (with promotional costs factored in) for Freediving Hunter, which has been available on the App Store for 8 months.
Business/Marketing, Smartphone/Tablet

Sales Figures for FREEDIVING HUNTER: A Unique Underwater Shooter for iOS 4
by Carlos Suarez [01.23.15]
Indie game developer Carlos Suarez gives an informal post mortem of his iOS game, Freediving Hunter, including sales numbers.
Business/Marketing, Indie

Is your mobile game or website complying with this new California law? 1
by Zachary Strebeck [01.23.15]
Game lawyer Zachary Strebeck discusses a new California that may apply to website and mobile app developers who direct their services toward minors.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Service Providers (aka Freelancers, Contractors, Consultants) don't work for free!  
by Sean R Scott [01.22.15]
This blog post discusses the difference in looking for partners vs service providers and how to approach service providers with a low budget.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie

Be my HTML5 Valentine Video game contest  
by Jose Maria Martinez [01.22.15]
WiMi5 launches a video game contest for HTML5 games related with the theme of LOVE. 1,500 in prizes in the form of Web traffic.

Why You Must Test-Drive Your Game before Heading Overseas, and How to Do It Right  
by Patrick Yip [01.22.15]
In this blog post, we explored why localization testing is essential for game localization, and offered some actionable tips for you to test your game right.
Business/Marketing, Production, Smartphone/Tablet

Treyarch / Activision — SANTA MONICA, California, United States
UX Designer - Treyarch
Come work for the team that brought you Call of Duty: Black Ops I & II

Cloud Imperium Games — Austin, Texas, United States
Senior Server Engineer

Shiver Entertainment — Miami, Florida, United States
Executive Producer
Executive Producer

DoubleDown Interactive — Seattle, Washington, United States
Mobile Game Developer
Mobile Game Developer

Hibernum Créations — Montreal, Quebec, Canada
Marketing and Community Manager (remote)

Hibernum Créations — Montreal, Quebec, Canada
User Acquisition Specialist (remote)

Cloud Imperium Games — Santa Monica, California, United States
Production Designer

Sega Networks Inc. — San Francisco, California, United States
Mobile Game Engineer

Mighty Play — San Francisco, California, United States

PerBlue — Madison, Wisconsin, United States
UI Artist