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Apple announces its own game subscription service, Apple Arcade 2
by Alissa McAloon [03.25.19]
Apple says the service aims to level the playing field between free and premium mobile games.
Console/PC, Social/Online, Smartphone/Tablet, Video

GDC celebrates record-breaking attendance and locks in 2020 dates! 1
by Staff [03.25.19]
After a record-breaking 29,000 attendees enjoyed GDC last week, organizers are excited to confirm the show will return March 16-20 of next year, with the call for submissions opening this summer!
Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC

Video Game Deep Cuts: The Game Developers Conference Aftermath  
by Gamasutra Staff [03.24.19]
The weekly update rounding up the best longread & standout articles & videos about games tackles GDC 2019, from Google announcements to session highlights & beyond.
Console/PC, Indie, Social/Online, Smartphone/Tablet

Crash meetings, keep a lore bible, and other narrative design tips learned at King  
by Alissa McAloon [03.22.19]
"If everyone is thinking about narrative design, no one will forget it," argues King's Tracey John during a talk about how to handle narrative design in tight projects.
Design, Smartphone/Tablet

KO_OP, ustwo games announce Apple Arcade exclusives  
by Emma Kidwell [03.25.19]
KO_OP and ustwo games will be releasing their new titles Winding Worlds and Repair, respectively, as Apple Arcade exclusives. 
Business/Marketing, Smartphone/Tablet

Catch up on Gamasutra's extensive GDC 2019 coverage!  
by Staff [03.25.19]
GDC 2019 may be in the books, but you can catch Gamasutra's coverage from last week right here, from details on Google Stadia to brilliant talks on game design to interviews from game industry luminaries plus all the news you can use.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

PUBG Corp and NetEase settle Battlegrounds lawsuit  
by Chris Kerr [03.25.19]
PUBG Corp. first took NetEase to court back in April 2018, and accused the Chinese company of replicating "audio and visual elements" from Battlegrounds in two of its mobile games.
Business/Marketing, Design, Console/PC, Smartphone/Tablet

Opinion: After Christchurch - What we owe our game communities
by Katherine Cross [03.21.19]
Katherine Cross takes a look at the recent white supremacist terrorist attack in New Zealand, and unpacks what game developers must do to keep extremist views from taking hold in their games' communities.
Console/PC, Indie, Social/Online, Smartphone/Tablet

Kliuless #28: GDC 2019 Recap  
by Kenneth Liu [03.25.19]
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Business/Marketing Design Production Console/PC Serious Indie Social/Online Smartphone/Tablet VR

A Freemium Ride  
by Rich Woods [03.25.19]
In August 2017 I launched my first freemium game on to Google Play. The next 18 months included rapid increases in revenue, sudden drops in revenue, fighting fires and having the game pulled from the store. This is the story of Pish Posh Push.
Business/Marketing Production Indie Smartphone/Tablet

Video Game Deep Cuts: The Game Developers Conference Aftermath  
by Simon Carless [03.24.19]
The weekly update rounding up the best longread & standout articles & videos about games tackles GDC 2019, from Google announcements to session highlights & beyond.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR

Games software/hardware to top $200 billion by 2023 despite short-term questions  
by Tim Merel [03.22.19]
Digi-Capital's Games Report forecasts that games industry software/hardware combined could drive well over $200 billion revenue by 2023, despite short-term concerns about public games company valuations
Business/Marketing Console/PC Serious Indie Social/Online Smartphone/Tablet VR

The flow applied to game design  
by Daniel Berube [03.20.19]
In this post, I will explain what is the flow theory and how can we applied it while designing a video game.
Design Production Console/PC Serious Smartphone/Tablet

Pixel Pool — Portland, Oregon, United States
Software Developer (Unreal Engine 4, Blueprint, C++)

Phosphor Studios — Chicago, Illinois, United States
Senior Gameplay Programmer

4L Games — Toronto, Ontario, Canada
Game Producer

Gear Inc. — Hanoi, Vietnam
Art Director

Gear Inc. — Hanoi, Vietnam
[Vietnam] Senior FX Artist (Unity)

[adult swim] — Atlanta, Georgia, United States
Product Manager, [adult swim] Games

[adult swim] — Atlanta, Georgia, United States
Director of Product Management, Adult Swim Games

innogames — Hamburg, Germany
Team Lead Software Development - Elvenar