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Gamasutra - Topic: Social/Online Games
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July 29, 2013
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Dopamine dose design: How brain chemicals affect players 68
by Gamasutra Community [07.26.13]
Brain chemicals affect the way players play, argues Ramin Shokrizade, who sees the manipulation of this effect necessary to "meet the entertainment needs of 21st century humans."
Design, Console/PC, Social/Online, Smartphone/Tablet

Activision Blizzard breaks off from Vivendi in $8.2 billion deal 29
by Kris Graft [07.26.13]
UPDATE The house of Call of Duty, World of Warcraft and Skylanders will spin off of Vivendi to become an independent, publicly traded publisher.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet

Zynga CEO Don Mattrick lays out his 90-day plan for the company 9
by Kris Ligman [07.25.13]
Don Mattrick, recently of Microsoft, spoke with investors today regarding his "90 day plan" for Zynga, aimed at maximizing quality without cuts to workforce.
Business/Marketing, Social/Online, Smartphone/Tablet

Zynga puts kibosh on real-money gambling plans in U.S. 7
by Kris Graft [07.25.13]
There has been much talk about Zynga making a strategic move to cash in on real-money online gambling, but now the company says it won't pursue a gambling license in the U.S.
Social/Online, Smartphone/Tablet

Google's Chromecast could throw your mobile and browser games onto your TV 5
by Mike Rose [07.25.13]
Google this week announced The Chromecast, a small WiFi-enabled HDMI dongle that may well prove big news for bringing mobile and browser games to your living room.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet

Next-gen hardware talks from Sony, AMD, Oculus headed to GDC Europe 2013  
by Staff [07.25.13]
Next-gen hardware talks at GDC Europe next month will include AMD on powering the graphics for PS4 and Xbox One; an HD Oculus Rift VR talk and expo floor demo; and Sony on the PlayStation 4's new shader language.
Design, Programming, Console/PC, Indie, Social/Online

EA's biggest retail partner last quarter was Apple  
by Mike Rose [07.24.13]
EA's digital revenues are outpacing its retail sales. As part of its quarterly earnings call yesterday, the publisher said it was Apple that drove digital gains.
Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet

Boosting your studio by taking advantage of an R&D; tax credit  
by Gamasutra Community [07.29.13]
We all know there are business tax breaks -- but how do you take advantage of them? Attorney Robert Wornish lays out the logic behind the U.S.' R&D; tax credit.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet, Alternative Funding


He Loves Bees: An interview with Xbox's experimental storyteller 2
by Kris Ligman [07.19.13]
Gamasutra sits down with Elan Lee, father of the Alternate Reality Game (including Halo 2's landmark I Love Bees campaign), to discuss his new work with Microsoft and a future beyond the ARG.
Business/Marketing, Design, Interview, Console/PC, Social/Online, Exclusive

The Shame Game: An Interview With Jesse Schell 32
by Brandon Sheffield [07.16.13]
Can free-to-play feel good? Should it be incorporated into every game? Jesse Schell talks about where the model works, where it doesn't, and looks at it in the context of other industries -- and then talks about how he wants to lead us to a game utopia.
Design, Interview, Social/Online

An Inviting Mini-World: How Nintendo Made Animal Crossing 3
by Christian Nutt [06.20.13]
Animal Crossing: New Leaf is selling fast and sucking players in. How does Nintendo make a simple premise so utterly captivating? Nintendo producer Katsuya Eguchi explains in this new interview.
Design, Interview, Console/PC, Social/Online

Inside the striking art and design of Hawken 8
by Brandon Sheffield [06.03.13]
Hawken leader and Adhesive game's CEO Khang Le has been doing visual development for movies and games for years, and he took a unique approach to the game's art and design. Rather than aiming for the moon, he and his team tried to create a game that played to the strengths of its members.
Business/Marketing, Art, Interview, Console/PC, Social/Online

Intro to User Analytics 4
by Magy Seif El-Nasr, Alessandro Canossa, Anders Drachen [05.30.13]
An intro to analytics written by the editors of Game Analytics: Maximizing the Value of Player Data, a compendium of insights from more than 50 experts in industry and research, which covers the most relevant questions: what to track, and how to analyze the data.
Business/Marketing, Design, Game Developer Magazine, Console/PC, Social/Online, Smartphone/Tablet, GD Mag, GD Mag Exclusive


Thinking about raising money on Kickstarter? Here is what you need to do before going live.  
by Elena Mikhaylova [07.28.13]
Crowdfunding is not a free and easy way to raise money. Most Kickstarter campaigns fail even before they go live. These are the decisions you must make in order to succeed in asking the crowd to support your project.Start early and get ready to work hard.
Business/Marketing, Social/Online

A single game as a lifelong hobby 7
by Daniel Cook [07.26.13]
Do you finish one game and then move onto the next? This is the dominant pattern of play for gamers. What happens when players stop consuming and starts investing in a single evergreen computer game for years on end?
Business/Marketing, Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Partners, Not Licences, Key To Game Developers Success In RMG  
by William Chambers [07.26.13]
For game developers, Zynga's decision to axe its U.S. real-money plans highlights that finding the right partner to offer real-money games with is a more viable strategy than trying to get gambling licences yourself.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet

Game Dosing 68
by Ramin Shokrizade [07.25.13]
By considering the physiological effects of games on consumers, we can optimize the experience for maximum engagement. Virtual Economist Ramin Shokrizade proposes a new paradigm for matching content with various consumer groups.
Design, Social/Online

Good procedure for creating concept art for game locations  
by Junxue Li [07.25.13]
This article is about the procedure of concept art creation.
Art, Console/PC, Social/Online, Smartphone/Tablet



Ubisoft Abudhabi — Abudhabi, Ab, ARE
[07.28.13]
Senior Lead Artist

Art / Animation, Executive / Management, Social / Online Games

Piranha Games Inc — Vancouver, BC, CAN
[07.26.13]
Senior Systems Engineer
Do you have a natural tendency to look for and solve problems in order to satisfy your curiosity? Do you often find yourself thinking of ways to innovate and improve? If your answers are YES, we want to hear from you! Piranha Games has opportunities for Senior Systems Engineer to join our growing Engineering team. In this position, you will provide your expertise in modern system software architecture and runtime optimization. You will also be hands on and demonstrate superior programming skill
Programmer / Engineer, Console / PC Games, Social / Online Games

Merge Interactive — Austin, TX, USA
[07.26.13]
Senior Game Designer
Senior Game Designers conceive, evaluate, document, implement and refine game designs. They often lead project design efforts. They also stay aware of the goals of their current product and assist the Producer in creating schedules and identifying project risks. Senior Game Designers apply up-to-date domain expertise, produce exemplary work and mentor less experienced designers.
Game / Level Designer / Creative Director, Social / Online Games, Smartphone / Tablet Games

Warner Bros. Games San Francisco — San Francisco, CA, USA
[07.26.13]
Contract Game Recruiter/Sourcer

Human Resources, Social / Online Games

Spin Master Inc — Los Angeles, CA, USA
[07.26.13]
Monetization Analyst

Social / Online Games, Smartphone / Tablet Games