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April 25, 2014
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April 25, 2014
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A veteran producer's take on how to write a game concept doc 7
by Gamasutra Community [04.24.14]
"There are a lot of resources online that talk about game concepts and game design documents. So instead of retreading used ground, I wrote a game concept for us to examine together."
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Blog: Forcing hard currency use in F2P games 6
by Gamasutra Community [04.24.14]
"Depending on the game, a very closely calculated time in the gameplay comes, when the give-aways stop. No more free Diamonds for you, sir!"
Business/Marketing, Design, Social/Online, Smartphone/Tablet

Epic releases Unreal Engine 4.1, including PlayStation 4, Xbox One support 2
by Christian Nutt [04.24.14]
Subscribers can now download the new version from GitHub, including both the stable build and "bleeding edge," untested new code.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

FCC chairman proposes controversial 'Open Internet' rules 2
by Alex Wawro [04.24.14]
FCC chairman Tom Wheeler proposes new rules that would bar your ISP from restricting access to websites or services, but also allow it to cut deals with companies willing to pay for faster speeds.
Business/Marketing, Social/Online

GDC Europe welcomes new board members from Rovio, DeNA and more  
by GDC Staff [04.24.14]
GDC Europe organizers add 3 experienced game developers to the event's advisory board, where they will help program lectures, panels and sessions taking place at August's conference in Germany.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet, GDC Europe

Facebook game revenue growth falters as users move to mobile  
by Alex Wawro [04.23.14]
The growth of Facebook game payment revenue is stalling as users abandon the desktop -- where all game payment revenue is currently generated -- in favor of accessing the service via mobile devices.
Business/Marketing, Social/Online

Zynga founder Mark Pincus steps down as company poaches Xbox Live point-man 2
by Christian Nutt [04.23.14]
Pincus stepped aside to let Microsoft exec take the CEO role; now he moves away from the day-to-day entirely as Mattrick brings in more Xbox talent.
Business/Marketing, Social/Online, Smartphone/Tablet

Think you don't have the resources for user testing? Think again 2
by Gamasutra Community [04.22.14]
"User testing is critical, especially when you donít have resources to spare. The long-term benefits far outweigh the short-term costs, and if you do it right, you'll make a better game."
Production, Console/PC, Serious, Indie, Social/Online, 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

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? 14
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) 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

With the luster of social games gone, what now? 47
by Leigh Alexander [11.04.13]
Up until a few years ago, the potential of social network games seemed limitless. Now that reality has sunk in, game designers who were once proponents of social games acknowledge that the space may never live up to its potential.
Business/Marketing, Design, Social/Online

Developing by Demo: How Demo Creation Can Help Rather Than Hurt 4
by Harvard Bonin [04.24.14]
Demos are a reality in video game development. They are also responsible for crunching teams, missing targets and all around poor morale. So why do I think properly managed demos are positive for game development? Read on and please share your comments
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Thinking from the player's perspective  
by David Lin [04.24.14]
As developers, designers of games, how often do we stop to think about the people who gets to play them? Do we take into consideration what their perspectives are?
Audio, Design, Programming, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

How to position the camera for isometric assets 1
by Junxue Li [04.24.14]
This is a sequel of my last post. If youíre making isometric assets by rendering 3D models, how to precisely set the camera position, that you may get the desired grid line setting? This article gives you practical solutions.
Design, Production, Art, Console/PC, Social/Online, Smartphone/Tablet

TF2 traders have created an economy using sparkling hats.  
by Garon Grath [04.24.14]
A look at how odd the trading community in TF2 really is.
Business/Marketing, Console/PC, Social/Online

Blizzard's Hearthstone - The Special Treatment  
by Mikkel Faurholm [04.23.14]
Hearthstone has had a remarkable first week on the App Store with a position in the top 10 grossing in the U.S. the last two days - but should apple give them special treatment in trying to promote the app? Well, they did.
Business/Marketing, Design, Social/Online, Smartphone/Tablet — Austin, Texas, United States
Technical Director
Technical Director

WB Games — San Francisco, California, United States
Game Systems Engineer

Crytek — Shanghai, China
Mobile Programmer
Game programmer (Mobile)

SG North — Toronto, Ontario, Canada
Director of Live Production

Linden Lab — San Francisco, California, United States
Sr. Front-end Web Developer
Create performance-optimized, highly interactive web interfaces.

Linden Lab — San Francisco, California, United States
Sr. Software Engineer, Back-end
Be the go-to person for the Python backend of our iOS app, Blocksworld!

Linden Lab — San Francisco, California, United States
Lead Engineer
Lead Engineer needed to lead a group of Engineers working on our iOS game, Blocksworld!

Turbine Inc. — Needham, Massachusetts, United States
VP, Operations
Turbine is looking for a VP of Operations to lead our operations team.

Big Fish Games — Seattle, Washington, United States
Senior Game Developer

Concept Art House, Inc. — San Francisco, California, United States
Technical Art Sales