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Inside the Awesomenauts matchmaking algorithm 8
by Gamasutra Community [09.21.18]
Joost van Dongen, lead programmer and co-founder at Ronimo Games, addresses the question at the core of online matchmaking: who should play with whom?
Design, Programming, Console/PC, Indie

How Exapunks dev Zachtronics finds the fun in hacking 2
by Richard Moss [09.20.18]
"I'm kind of uninterested in the kind of hacking games where you just connect to stuff," says Zachtronics' Zach Barth. "I kind of think that hacking, maybe, is just like entirely about being cool."
Design, Indie

Political extremism and gunplay meet in The Church in the Darkness 2
by Katherine Cross [09.20.18]
Columnist Katherine Cross examines the upcoming The Church in the Darkness, a game that confronts the complicated themes surrounding political extremism.
Design, Console/PC, Indie

Witch-craft: How Dicey Dungeons balances chance and predictability 1
by Alex Wiltshire [09.19.18]
Veteran game dev Terry Cavanagh (VVVVVV, Super Hexagon) opens up about the design process of his latest game, Dicey Dungeons, and explains how he created and playtested a specific class: the Witch.
Design, Indie

Don't Miss: Exploring the rise and appeal of Roguelikes 25
by Staff [09.21.18]
In this 2014 feature, Gamasutra speaks to a number of game devs to explore the appeal of Roguelikes, both for players and developers.
Design, Indie

Video Game Deep Cuts: The Unavowed Ninja's Red (Dead) Redemption  
by Gamasutra Staff [09.24.18]
This week's highlights include analysis of adventure title Unavowed, a cover story on Fortnite streamer Ninja, & detailed impressions of Rockstar's Red Dead Redemption 2.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video: Game design lessons worth learning from collectible card games  
by Staff [09.20.18]
At GDC 2011 game designer Skaff Elias (who worked on a number of Magic card sets) offers insight on how you might apply the best practices of CCG design to your own games, be they physical or digital.
Design, Console/PC, Indie, Video

Video: Lessons learned from trying to gamify death  
by Staff [09.19.18]
At GDC 2012, game dev Margaret Robertson explains how UK studio Hide&Seek was asked to make a documentary game about the discovery of a corpse in a busy London block of flats -- and what they learned.
Design, Console/PC, Serious, Indie, Video, Vault

Video Game Deep Cuts: The Unavowed Ninja's Red (Dead) Redemption  
by Simon Carless [09.24.18]
This week's highlights include analysis of adventure title Unavowed, a cover story on Fortnite streamer Ninja, & detailed impressions of Rockstar's Red Dead Redemption 2.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR

Play Don't Show  
by Gregory Pellechi [09.21.18]
Games are a storytelling medium and in storytelling there's a rule - show, don't tell. For video games it's evolved to "play, don't show". But how feasible is that really to implement in a game from a design or writing stand point?
Design Console/PC Serious Indie Social/Online Smartphone/Tablet VR

EU Approves Copyright Directive - What You Need to Know  
by Brandon Huffman [09.20.18]
The goal of the Copyright Directive is to hold platforms with user content, like YouTube and Facebook, liable for copyright infringement. Or in the video game world, sites and communities like Roblox, VR Chat, Minecraft and others might be impacted.
Business/Marketing Console/PC Serious Indie Social/Online Smartphone/Tablet VR

Game Changer: How Ragna Cycle Turned Into All-Star Troopers  
by Kelly Hornung [09.20.18]
A look into how Norsfell's latest mobile game, All-Star Troopers, started out as a very different project called Ragna Cycle. This article details how design plans evolved as a result of feedback and the changing mobile marketplace.
Design Production Indie Smartphone/Tablet

by ifeanyichukwu chigbata [09.18.18]
A reality look at most indie games sales on steam in 2018
Business/Marketing Production Console/PC Serious Indie Social/Online

The Behemoth — San Diego, California, United States
Experienced Generalist Programmer

Poleaxe Games LLC — SAINT JOHNS, Florida, United States
Contract: Graphics programmer for surface effect system

Heart Machine — Culver City, California, United States
Gameplay Engineer

NERD KINGDOM — IRVING, Texas, United States
Lead Gameplay Programmer

Endnight Games Ltd — Vancouver, British Columbia, Canada
Senior Programmer (Generalist)
Senior Programmer (Generalist)