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April 21, 2015
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A Jedi saga: Developing Star Wars Galaxies 12
by Gamasutra Community [04.20.15]
Raph Koster pens an extensive and revealing look back at the design of the controversial but beloved MMO he worked on at Sony Online Entertainment: Star Wars Galaxies.
Design, Console/PC, Social/Online

Don't Miss: 7 ways game designers break their own hearts 28
by Gamasutra Community [04.20.15]
"Itís a cliche to say designers are 'passionate' about games. Itís fun, at first. The honeymoon period is wonderful, and we try to stretch it out as long as possible. And then the work begins."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Video: How BioWare built enough content to fill The Old Republic  
by Staff [04.17.15]
At GDC Online 2011, BioWare's Georg Zoeller uses Star Wars: The Old Republic to explain how spatial analysis can be used to support a rapid content iteration process during the late stages of MMO development.
Design, Production, Console/PC, Social/Online, Video, Vault

'Where do you make your games?' 2
by Christian Nutt [04.17.15]
We have a diverse crowd making games these days -- so why not take a look at their workspaces?
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Don't Miss: Examining the ethics of free-to-play games Exclusive 119
by Mike Rose [04.16.15]
F2P devs toss around the term 'whales' -- but what are they? What are their lives like? And should designers stop targeting them? This classic piece examines the ethics surrounding the issue.
Business/Marketing, Social/Online, Smartphone/Tablet, Exclusive

Don't Miss: Riot's League of Legends postmortem 15
by Christian Nutt [04.15.15]
Leaders from the development team behind League Of Legends share what they learned from building and running their community-centric game during GDC 2011's Social & Online Games Summit.
Business/Marketing, Design, Production, Art, Console/PC, Social/Online

U.S. government backs summit to unite teachers and game makers 8
by Alex Wawro [04.14.15]
The U.S. Dept. of Education will help host the first-ever "Games for Learning Summit" to try and bring educators and developers together to discuss how to best design games for use in the classroom.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Don't Miss: How game developers come to grips with self-promotion Exclusive 17
by Leigh Alexander [04.14.15]
In 2014, Gamasutra spoke at length with 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, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive


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) 110
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


The Joy of Columbo and Successful Non Serialized Narratives  
by Josh Bycer [04.20.15]
I'm back with another look at narrative in video games and what game designers can learn about non serialized storytelling from the classic TV show Columbo.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How we Kickstarted our Campaign with a Launch Party  
by Richard Atlas [04.20.15]
Our company ran a launch party for our Kickstarter at a local video games bar, and it seems to have worked out quite nicely! Think about being innovative in ways outside of what's directly in your games :)
Business/Marketing, Production, Console/PC, Indie, Social/Online

A Jedi Saga 12
by Raph Koster [04.17.15]
Star Wars Galaxies has been controversial for years thanks to a series of design decisions made both before and after launch. Among these was how Jedis were handled. Here's the design postmortem!
Design, Console/PC, Social/Online

Progression Control in Sim City BuildIt  
by philipp zupke [04.17.15]
A closer look at how the balancing of the economy in Sim City BuildIt affects the player progression.
Design, Social/Online

The most important reason to register your copyrights  
by Zachary Strebeck [04.16.15]
Game lawyer Zachary Strebeck looks at the big reason you should register your copyrights sooner than later: more money. A prompt registration allows you to get damages for infringement without having to prove how you were actually damaged.
Business/Marketing, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Bigpoint — Hamburg, Germany
[04.21.15]
Lead QA Tester (m/f) - Hamburg - 3586


Cat Daddy Games — Kirkland, Washington, United States
[04.21.15]
Server Tools Developer


FunPlus — SF, California, United States
[04.20.15]
Systems Designer


Filament Games LLC — Madison, Wisconsin, United States
[04.20.15]
Visual / Interaction Designer


Bigpoint — Hamburg, Germany
[04.20.15]
Director Technology (m/f) - Hamburg - 3550


PlayRaven — Helsinki, Finland
[04.20.15]
Senior Server Programmer


PlayRaven — Helsinki, Finland
[04.20.15]
Senior Programmer


PlayRaven — Helsinki, Finland
[04.20.15]
Senior UI Artist


PlayRaven — Helsinki, Finland
[04.19.15]
Senior Game Designer


GlassLab, Inc. — Redwood City, California, United States
[04.17.15]
Backend Engineer
Backend Engineer