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July 30, 2014
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Touch Love: Ledoliel and the world of Devine Lu Linvega Exclusive  
by Leigh Alexander [07.30.14]
Leigh Alexander spends time with Ledoliel, an often-intimate, often-violent alien negotiation app -- and looks into the distinctive world of its multidisciplinary creator, Devine Lu Linvega.
Audio, Design, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

These girls are ready to shape the future of game development Exclusive 3
by Leigh Alexander [07.29.14]
With help from sponsors and the expertise of Tim Schafer, Kellee Santiago and Tracy Fullerton, the Girls Make Games program has launched to resounding success, helping young girls learn game-making.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Exclusive

9 reasons why video game developers turn to outsourcing 14
by Gamasutra Community [07.29.14]
Anton Wiegert, head of outsourcing at Guerrilla Games (Killzone), explains why developers outsource, and outlines less-obvious advantages of commissioning external development.
Business/Marketing, Production, Art, Console/PC, Social/Online, Smartphone/Tablet

Why game testers should be integrated into development teams 7
by Gamasutra Community [07.28.14]
"Why should almost all game testers be integrated into the development teams, and part of the development process? The short answer is 'complexity' and 'combinatorial explosion.'"
Production, Console/PC, Social/Online, Smartphone/Tablet

Don't Miss: The 2014 Game Developer Salary Survey Exclusive  
by Kris Graft [07.28.14]
Make sure to check out our dedicated page highlighting key stories from Gamasutra's 2014 Game Developer Salary Survey, then download the whole report!
Audio, Exclusive, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Business/Marketing

'Who are your game dev heroes?' 39
by Christian Nutt [07.25.14]
Games inspire us to make games, but so do the people behind them. Here are inspirational developers, as selected by our Twitter followers.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Crytek speaks about its financial woes, manages to explain little 4
by Alex Wawro [07.25.14]
The company blames recent reports of its developers not being paid on internal miscommunication as Crytek sought additional funding, which it claims to have now secured.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet

Game developers speak their minds as part of our 2014 Salary Survey Exclusive 24
by Kris Graft [07.25.14]
As part of Gamasutra's 2014 Game Developer Salary Survey, we asked respondents an open question: "Do you have anything to say about the game industry in 2013?"
Audio, Exclusive, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing


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) 91
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


Min/Max Mastery in Game Design  
by Josh Bycer [07.29.14]
Min/Max is a popular term for hardcore gamers and represents playing a game in the most optimal fashion. For today's post, we're going to examine this phenomenon and what it means for game designers.
Design, Console/PC, Indie, Social/Online

Big Data, Big Problems: A Mathematician’s Take on the Current State of Game Analytics 2
by Tom Matcham [07.29.14]
After performing an extensive analysis of the games industry's use of data science, mathematician and middleware developer Tom Matcham gives some insight into what studios can do to improve their game analytics.
Business/Marketing, Design, Programming, Production, Console/PC, Social/Online, Smartphone/Tablet

Gaming for the masses.  
by Shauni Hyslop [07.29.14]
A look at how gaming has become a community past time as well as services bringing the join of gaming to the wider masses - instead of strictly gamers.
Business/Marketing, Console/PC, Social/Online

HOPA/adventure game art: How to set the right object scale  
by Junxue Li [07.29.14]
A tip about how to quickly set the correct size for all the objects in a 3D scene. I think this tip is not only useful to artists who work for HOPA/adventure games, but also to guys who handle 3D scenes for all kinds of purpose.
Design, Production, Art, Social/Online, Smartphone/Tablet

Leaderboards - the original and best social feature ...  
by John Griffin [07.28.14]
Leaderboards are an incredibly effective social feature that can be easily added to a game. They are primarily used to increase a games retention and engagement but can also be used to drive up player acquisition.
Design, Social/Online, Smartphone/Tablet


Sony Online Entertainment, San Diego — San Diego, California, United States
[07.29.14]
Intermediate and Senior Database Tools Programmers


Big Fish Games — Seattle, Washington, United States
[07.29.14]
Senior Game Developer


Sony Online Entertainment, San Diego — San Diego, California, United States
[07.28.14]
UI Programmer, PlanetSide 2


Big Viking Games — London, Ontario, Canada
[07.28.14]
Intermediate Software Developer


Lightside Inc — Mountain View, California, United States
[07.28.14]
Server Developer


GREE International — San Francisco, California, United States
[07.24.14]
Senior Software Engineer, Unity
Senior Software Engineer, Unity

GREE International — San Francisco, California, United States
[07.24.14]
Engineering Manage - Game Server
Engineering Manager - Game Server

HITN — Brooklyn, New York, United States
[07.24.14]
QA Tester


Disruptive Games — Berkeley, California, United States
[07.23.14]
Disruptive Programmer
Our mission at Disruptive Games is to create exceptional online games that are worthy of our players' time and passion. Disruptive Games develops connected experiences for all types of games, even genres that have historically been offline. Our past experience making AAA online games helps us tackle a range of projects, from developing cutting edge multiplayer experiences to bringing innovative networked features to "single player" games. The game industry is an ever-changing environment, and at Disruptive we constantly challenge ourselves to let go of stale ideas and embrace new ones that will lead us to better games. At the same time we focus on what makes our experiences unique rather than chasing trends.

Hyper Hippo Productions Ltd. — Kelowna, British Columbia, Canada
[07.23.14]
Senior Unity Developer