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Best of 2020: How a new wave of developers are using voxels to create jaw-dropping worlds 1
by Staff [12.03.20]
Developers behind Touryst, Fugl, and Skies of the Past talk about techniques, problems, and solutions related to making their stunningly beautiful voxel-based games.
Design, Art, Indie

Blog: Six mistakes that'll drain the 'Juice' out of your game 2
by Mike Salyh [12.03.20]
Players love "juicy" games. Unfortunately, we game-devs occasionally build the opposite: "dry", clunky and awkward games. Here's how to avoid 6 common mistakes that'll drain the juice out of any game.
Design, Programming, Art

Best of 2020: Rebuilding a classic in Age of Empires II: Definitive Edition  
by Staff [12.01.20]
Age of Empires II: Definitive Edition developer Bert Beeckman talks about the process of updating the original game and adding new content inspired by new civilizations.
Design, Art, Console/PC

Don't Miss: Using procedural destruction to unleash chaos in Control  
by Staff [11.30.20]
Explaining how Control's procedural destruction system was developed during a GDC Summer talk, Remedy's principle VFX artist Johannes Richter said the process began with understanding 'granularity.'
Art, Console/PC

Q&A: Hand-painting the watercolor world of Dordogne  
by Chris Kerr [11.26.20]
"You have to try to keep things simple. If you tried to mock up a watercolor shader, usually it looks fake because most of the watercolor shaders are animated."
Design, Art, Console/PC, Video

Get a job: Join High Moon Studios as a Sr. Environment Artist 1
by Staff [11.24.20]
We are seeking an imaginative, skillful, and versatile Senior Environment Artist to join our team in Carlsbad, California.
Art, Recruitment


Game Dev Digest Issue #72 - Patterns, Multiplayer, Animations and more  
by Mike Marrone [11.30.20]
Game Dev Digest Issue #72 - Patterns, Multiplayer, Animations and more. The latest from the free weekly Unity3d/gamedev newsletter.
Design, Programming, Production, Art, Console/PC, Serious, Indie, Smartphone/Tablet, VR

Raytraced shadows implementation in The Riftbreaker  
by Piotr Bomak [11.30.20]
Implementing raytraced shadows in a game with an isometric point of view required us to find solutions to a lot of very specific problems. This article describes the process we went through and what we gained from implementing raytracing.
Design, Programming, Art, Console/PC, Serious, Indie

6 Mistakes That’ll Drain the “Juice” Out Of Your Game 2
by Mike Salyh [11.24.20]
Players love "juicy" games. Unfortunately, we game-devs occasionally build the opposite: "dry", clunky and awkward games. Here's how to avoid 6 common mistakes that'll drain the juice out of any game.
Design, Programming, Art, Indie

Beast Master - Dev Update 15 - Combat Improvements  
by Luca Russo [11.20.20]
Greetings all! This week we started to improve our combat system. This weeks video shows the first prototype of melee and ranged weapons.
Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet

The Impact of Videogame Criticism  
by Josh Bycer [11.20.20]
Game design and videogame criticism is still not as important as one would think, but today's post looks at the role of looking critically at a game and why developers should embrace it.
Design, Art, Console/PC, Indie, Social/Online

Ghost of Tsushima - The Art of Compelling Quest Design  
by Sukhraj Johal [11.20.20]
Ghost of Tsushima's side quests have delivered some of the most memorable gaming experiences in recent memory. This article explores how the quests are structured and what designers can learn from them!
Design, Art, Console/PC


Lost Boys Interactive — austin, Texas, United States
[12.03.20]
FX/Tech Artist


Insomniac Games — Burbank, California, United States
[12.03.20]
Senior Lighting Artist
Insomniac Games - Sr. Lighting Artist

Wooga GmbH — Berlin, Germany
[12.03.20]
(Senior) QA Automation Engineer


Wooga GmbH — Berlin, Germany
[12.03.20]
(Senior) QA Test Engineer


Jintronix Inc. — New York, New York, United States
[12.02.20]
Lead 3D Artist - Remote - Environment Design for Exercise Games
Lead 3D Artist - Environment Design for Exercise Games - Remote

Hit Factor Inc — San Diego, California, United States
[12.02.20]
Game Studio Engineering Lead - Remote


innogames — Hamburg, Germany
[12.02.20]
Game Designer


Gameforge AG — Karlsruhe, Germany
[12.02.20]
Senior Game Designer



innogames — Hamburg, Germany
[12.02.20]
Game Designer - New Mobile Game