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December 19, 2014
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December 19, 2014
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The Game Outcomes Project: Learning how teams succeed and fail 14
by Gamasutra Community [12.17.14]
"We have seen that four factors project duration, team experience, financial incentives, and re-use of an existing game engine from a similar game have clear correlations with game project outcomes."
Production, Console/PC, Social/Online, Smartphone/Tablet

Gamasutra's Best of 2014: Kris Graft's Top 5 Games 5
by Kris Graft [12.17.14]
Look past the conflict in 2014, and you'll see an incredible amount of great games for all kinds of tastes.
Console/PC, Indie, Social/Online, Smartphone/Tablet

Developers' Top 5 games of 2014: Laralyn McWilliams 4
by Gamasutra Community [12.18.14]
"If it's mentioned, no matter how old it is, do I feel compelled to sit down, reinstall it, and play it right then? If the answer is yes, then I'll consider it a favorite."
Design, Console/PC, Social/Online, Smartphone/Tablet

The agile principles of game design and development 3
by Gamasutra Community [12.18.14]
"Lets face it -- the Agile Manifesto is very much Software Engineer focused. This redrafting is a bit of an experiment in changing the principles to make sense for game design/development."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

5 events that shook the game industry in 2014 77
by Alex Wawro, Kris Graft [12.16.14]
As the year winds down around us, we zero in on five specific events that rocked the industry in 2014.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Top 10 Game Developers of 2014 46
by Staff [12.11.14]
With 2014 coming to a close, it's time for our end of year roundups, starting with perhaps our most important annual list: The Top 10 Game Developers of 2014.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

The 5 trends that defined the game industry in 2014 19
by Kris Graft [12.15.14]
2014 was...something. But it was more than just groups of people at each others' throats over their opinions on video games.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Loot drop best practices 6
by Gamasutra Community [12.16.14]
Daniel Cook drops loot design knowledge: "Many games have loot. Usually this drops randomly. Here are some best practices I've encountered over the years."
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Rebooting the world's first MMORPG: A Habitat story 2
by Chris Barylick [10.06.14]
Recently, the original creators of the world's first massively multiplayer online role-playing game got together with other game developers to bring a history to the present.
Design, Social/Online, History

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

Diversity, communication, and Animal Crossing: New Leaf 1
by Christian Nutt [04.02.14]
Aya Kyogoku, co-director, and Katsuya Eguchi, producer, sit down and discuss the development of Animal Crossing: New Leaf, and how fostering a diverse, communicative team leads to the best results.
Design, Production, Console/PC, Social/Online

What's next for Puzzle & Dragons and GungHo? 16
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

Ethical Free-to-Play Game Design (And Why it Matters) 108
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


Game Audio Pillars  
by Rob Bridgett [12.18.14]
Throwing down some high-level, transparent goals for a game audio department which can help build more resourceful and confident teams with an elevated view of what is in front of them.
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Legal News: Killzone and UFC class action lawsuits, Google Play issues IAP refunds  
by Zachary Strebeck [12.18.14]
Game lawyer Zachary Strebeck has a roundup of three game-related legal news stories that broke this week, concerning Sony's Killzone: Shadowfall, the Google Play store's IAP refunds and the UFC anti-trust lawsuit.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Network Effect of Mobile Liquidity  
by Jeff Solomon [12.18.14]
How to exponentially increase engagement by integrating group chat
Business/Marketing, Design, Programming, Production, Serious, Indie, Social/Online

From Game Balance and Meta-Game to Matchup Prediction: Understanding the Street Fighter Tier List  
by Eduardo Graells [12.17.14]
This post is an the analysis of the game balance in Super Street Fighter IV. We analyze it using statistical methods and machine learning techniques, to see what can we learn in terms of the meta game, as well as to evaluate if the game is balanced.
Design, Console/PC, Social/Online

This isn't Censorship, it's Intelligence 4
by Ryan Morrison [12.17.14]
You've probably seen by now that Hatred has been pulled by Steam. In what shouldn't be much a surprise, a game trying to cross the line, well, crossed the line. Here's why that's a great thing.
Business/Marketing, Design, Art, Console/PC, Serious, Indie, Social/Online


Rumble Entertainment, Inc. — San Mateo, California, United States
[12.18.14]
Senior Platform Engineer


Irrational Games — Quincy, Massachusetts, United States
[12.18.14]
IT Manager


2K — Novato, California, United States
[12.17.14]
Director of Social Marketing
This position is based out of Novato, CA. The Director of Social Marketing will lead the team charged with growing, managing and driving 2K’s engagement with consumers across digital and social media throughout the product life-cycles and for the 2K brand overall. This role will be responsible for the design, development and implementation of 2K’s Social Marketing Strategy and execution. Our goal is to expose more people to our games and brands and to deepen our brands’ relationships, conversations and engagement levels with our consumers.

ArenaNet — Bellevue, Washington, United States
[12.17.14]
Audio Programmer


Bigpoint GmbH — -, Japan
[12.17.14]
Country Manager-Japan
Country Manager-Japan (m/f)

Bright Future GmbH — Cologne/Koeln, Germany
[12.17.14]
Senior ActionScript Developer
Senior ActionScript Developer Mobile (m/f)

Remedy Entertainment — Espoo, Finland
[12.16.14]
Data Analyst


GREE International — San Francisco, California, United States
[12.15.14]
Director/Sr. Director of Engineering - RPG
We're looking for a Director/Sr. Director of Engineering to lead development on one of our RPG titles! Reporting to the head of engineering for the studio, your mandate will be to hire and train world-class iOS, Android, Unity and Server engineers, manage and mentor the team, and provide technical insight and direction to the project.

Sega Networks Inc. — Madison, Wisconsin, United States
[12.15.14]
Mobile Game Engineer


Gameloft — Seattle, Washington, United States
[12.12.14]
Gameplay Programmer