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August 22, 2017
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To attract more players, Horizon Zero Dawn adds easier 'story' mode  
by Bryant Francis [08.21.17]
In a win for general accessibility, Guerrilla Games has patched in a new game mode that drives down Horizon Zero Dawn's difficulty.
Design, Console/PC

Opinion: Exploring feminist game design in role-playing book #Feminism  
by Katherine Cross [08.21.17]
#Feminism: A Nano-Game Anthology is a collection of 34 short RPG experiences. The collection demonstrates the similarity between feminism as an academic lens and feminism as a game design method.
Design, Console/PC, Indie

Don't Miss: What went right (and wrong) during the development of Bioshock 16
by Staff [08.21.17]
In this classic 2008 postmortem, the developers behind the original Bioshock share the process of bringing the now decade-old game to life.
Design, Production, Console/PC

Q&A: Bloodstained creator's keys to making a great 'Igavania' game 2
by Brandon Sheffield [08.21.17]
Koji Igarashi, who created and gave name to the 'Igavania' subgenre, discusses designing the perfect jump, the drawbacks of combos, proper game pricing, and why his new game will have a female lead.
Design, Console/PC, Indie, Video

Blog: How we brought Tiny Rails to PC  
by Gamasutra Community [08.21.17]
In early 2017, Tiny Titan Studios decided to bring its mobile title Tiny Rails to Steam. Game producer Glenn Stanway explores the process and challenges behind that process.
Design, Console/PC

Blog: In case of emergency, make Burrito Bison 3 3
by Gamasutra Community [08.21.17]
We finally broke the glass to get our secret weapon. Here's why and how we made Burrito Bison: Launcha Libre.
Business/Marketing, Design

Video Game Deep Cuts: Vectoring In On The Hellblade Observer  
by Simon Carless [08.20.17]
This week's articles/video highlights include multiple features on Ninja Theory's Hellblade, the enduring micro-indieness of Vector Unit & the cyberpunk strangeness of Observer.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Can your game have too many choices? 5
by Sita Vriend [08.18.17]
Narrowing down your options is getting more difficult in this day and age. This is exactly what choice overload is about: there is just too much to choose from.†
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

The Quest for the custom quest system  
by Jacob Laurits Besenbacher Kjeldsen [08.18.17]
Developing a subsystem for your game? Need to make it dynamic anyway? Why not take that extra step and make it a Unity plugin? That extra step is a big one...
Design, Programming, Production, Serious, Indie

Nintendo Silliness  
by Vitor Bulbovas [08.18.17]
Today talking about the way Nintendo tackles the international market.
Business/Marketing, Design, Production, Console/PC, Serious

How to protect your video game trademark  
by Zachary Strebeck [08.18.17]
Once youíve named your game and registered your video game trademark, itís time to start protecting that mark. If not, you may end up losing your rights.
Audio, Business/Marketing, Design, Programming, Production, Art

The Blank Canvas  
by David Cardenas [08.18.17]
The first blog in a series on finding commercial success for your game. This blog covers how creating boundaries can create focus and can actually allow creativity to flow.
Business/Marketing, Design, Production, Indie

Tangentlemen — Playa Vista, California, United States
Lead Combat Designer
Lead Combat Designer @ Tangentlemen

Digital Extremes — London, Ontario, Canada
UI/UX Designer

Digital Extremes — London, Ontario, Canada
Game Design

Phosphor Games Studio — Chicago, Illinois, United States
All Positions

Level EX — Chicago, Illinois, United States
Senior Game Designer

Sucker Punch Productions — Bellevue, Washington, United States
Systems Designer

Sucker Punch Productions — Bellevue, Washington, United States
Open World Content Designer

Sucker Punch Productions — Bellevue, Washington, United States
Level Designer

Sucker Punch Productions — Bellevue, Washington, United States
Gameplay Programmer

Sucker Punch Productions — Bellevue, Washington, United States
Senior Environment Artist