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February 21, 2019
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Use the GDC 2019 Session Scheduler to get the most out of your show!  
by Staff [02.20.19]
Conference organizers encourage you to take advantage of the free GDC 2019 Session Scheduler to lay out our week at the show in an intuitive, easy-to-navigate fashion.
Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC

Nitro Games begins layoff talks, could cut workforce in half  
by Chris Kerr [02.19.19]
Finnish mobile studio Nitro Games could lay off over half of its workforce in an attempt to reduce operating costs.
Business/Marketing, Production, Smartphone/Tablet

Blog: Creating a sustainable PR program for your mobile game  
by Gamasutra Community [02.19.19]
Here's a brief explainer on how to create a sustainable PR program around a mobile game's development, broken out in 3 phases.
Business/Marketing, Smartphone/Tablet

Mobile dev Next Games lays off 26 staff  
by Alissa McAloon [02.15.19]
The Helsinki-based studio says the move, which decreases its staff from 143 to 117, is to reduce costs, cut back on "time-to-market for its upcoming projects," and improve its overall development process
Smartphone/Tablet

Tonk Tonk Games raises $2 million ahead of the launch of its first game  
by Alissa McAloon [02.20.19]
The team has grabbed investments from Bitkraft Esports Ventures and Modern Times Group to fund the studio's office and its mobile fighting game uFighter.
Smartphone/Tablet

Com2uS acquires majority stake in visual novel developer Day 7  
by Emma Kidwell [02.19.19]
South Korean publisher Com2uS has acquired a majority stake in the mobile studio Day 7, which is known for developing romantic visual novel games. 
Business/Marketing, Smartphone/Tablet

Video Game Deep Cuts: A Romance Crackdown, Wu-Tang Style  
by Gamasutra Staff [02.17.19]
This week's highlights include a piece on Chinese romance games for women, new titles from Crackdown 3 through Metro Exodus to Anthem, and the weird history that led to the Wu-Tang fighting game.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Watch GDC 2019 speakers (try to) pitch their talks to you in 60 seconds or less!  
by Staff [02.15.19]
Produced for the fourth year running, these 'Flash Forward' videos are always great encapsulations of what makes GDC talks great: they're fun, lovable, and surprisingly informative!
Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC, Video



A Beginner's Guide to User Testing  
by Janessa Olson [02.19.19]
User testing is putting a product in front of a human (ideally someone who would be a potential user of the product) and watching them interact with it. By the end of this article, you'll know how to get out there and quickly test products of your own.
Business/Marketing Design Production Indie Social/Online Smartphone/Tablet

The Translation of Video Games Requires ‘Playability’  
by Evelyn Lin [02.18.19]
Playability is defined as a set of properties describing the player experience using a game system whose primary goal is to provide amusement and pleasure, by being satisfying and reliable. The relationship between playability and translation--
Business/Marketing Production Smartphone/Tablet

Astrogun, Unity, & Apple Have Team Up to Solve ‘Titanium Moth’ Bug Affecting iOS & tvOS Unity Games  
by Xander Davis [02.18.19]
We kick off Astrogun Ultra Updates on our YouTube Channel w the video announcement that Astrogun, Unity, & Apple Are Teaming Up to Solve 'Titanium Moth'
Programming Console/PC Indie Smartphone/Tablet

Video Game Deep Cuts: A Romance Crackdown, Wu-Tang Style  
by Simon Carless [02.17.19]
This week's highlights include a piece on Chinese romance games for women, a look at a multitude of new titles - from Crackdown 3 through Metro Exodus to Anthem, and the weird history that led to the Wu-Tang fighting game.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR

Creating a Sustainable PR Program in a Hits-Driven Mobile Game Ecosystem  
by Ken Johnston [02.15.19]
Mobile games are a hits-driven business. This is at odds with good public relations campaigns, which thrive on consistency. Here's a brief explainer on how to create a sustainable PR program around a mobile game's development, broken out in 3 phases.
Business/Marketing Indie Smartphone/Tablet


Industrial Toys @ EA — Pasadena, California, United States
[02.20.19]
Lead Server Engineer
Lead Server Engineer

innogames — Hamburg, Germany
[02.20.19]
PHP Game Developer for Elvenar


Curriculum Associates — San Francisco, California, United States
[02.15.19]
Senior Software Engineer - Learning Games (Unity)


MindForge a Division of International Risk Management Institute — Columbus, Ohio, United States
[02.14.19]
Unity Engineer


Within — Los Angeles, California, United States
[02.12.19]
Systems Designer


Giant Squid — Los Angeles, California, United States
[02.11.19]
TECHNICAL ARTIST


Giant Squid — Los Angeles, California, United States
[02.11.19]
GAME PROGRAMMER


Giant Squid — Los Angeles, California, United States
[02.11.19]
SENIOR PROGRAMMER


ALSAC/St. Jude Children's Research Hospital — Memphis, Tennessee, United States
[02.01.19]
Specialist – Video Game Community Development


innogames — Hamburg, Germany
[01.30.19]
Community Manager for Forge of Empires (inhouse)