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June 26, 2019
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Gumi ups investment in My Crypto Heroes dev Double Jump.Tokyo  
by Alissa McAloon [06.25.19]
Gumi has acquired ¥179,536,500 worth of shares in the game dev studio Double Jump.Tokyo, building on an earlier investment in the company from late 2018.
Business/Marketing, Social/Online

World War Z has topped 700,000 sales on the Epic Games Store 1
by Chris Kerr [06.25.19]
Saber Interactive's co-op shooter World War Z has sold 700,000 copies on the Epic Games Store alone.
Business/Marketing, Console/PC

Humble has raised $150M for charity through bundles and storefront  
by Chris Kerr [06.25.19]
Humble has raised $150 million for charity since launching its pay-what-you-like game bundles back in 2010.
Business/Marketing, Console/PC

See the future of location-based AR/VR entertainment at XRDC!  
by Staff [06.25.19]
Location-based experiences are a great way to introduce newcomers to AR/VR, and at XRDC in San Francisco this October you'll get behind-the-scenes insight into how to make them fun and successful.
Business/Marketing, Design

Square Enix partners with Gary Sinise Foundation to raise cash for first responders  
by Chris Kerr [06.25.19]
Final Fantasy XIV: Shadowbringers developer Square Enix has launched a fundraising campaign to help support defenders, veterans, and first responders in the United States.
Business/Marketing, Console/PC

Blog: The love-hate relationship between marketeers and social media  
by Gamasutra Community [06.25.19]
I often joke that I hate social media, but I always preface that with acknowledging the pros both for business purposes and spreading messages. Let's look at that complicated relationship.
Business/Marketing


Crowdfunding Without A Graphic Designer  
by Iuliana U [06.24.19]
Should you spend money on a Graphic Designer for your Crowdfunding campaign or can you do it yourself? Let’s find out!
Business/Marketing, Art, Indie

Localising Your Game: How To Make It Not Suck 1
by Natalie Mikkelson [06.24.19]
Underestimating the complications of localisation - My tips and lessons learned from localising Kenshi in seven languages.
Business/Marketing, Design

Tales of a Middling Designer  
by Steven Caywood [06.24.19]
A twenty years experienced game designer reflects on the trials and tribulations of entering the indie scene with a smidge of artistic experience and a dash of programming experience.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie

Video Game Deep Cuts: My Friend Pedro's Elite Beat Agent  
by Simon Carless [06.22.19]
This week's roundup includes a look at breakout indie action game My Friend Pedro, a much-deserved history of the excellent Elite Beat Agents series, on Mordhau's surprisingly hot debut & classic interviews/retrospectives around Tetris & Sam and Max.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Consoles are resilient for now, but cloud gaming will create new dynamics and competition 1
by Matthew Bailey [06.21.19]
Senior Analyst Matthew Bailey shares insights from Ovum’s latest Game Console Device Forecast - analyzing key trends shaping the future of the home game console market.
Business/Marketing, Console/PC

Epic Games acquisition of Houseparty and the future of collaboration in gaming  
by Tsahi Levent Levi [06.21.19]
Epic Games, owner of Unreal and Fortnite, just acquired Houseparty, a video social network. Why have they made this acquisition, and how is this going to change how game developers and the ecosystem look at communications in gaming?
Business/Marketing, Social/Online


Gear Inc. — Hanoi, Vietnam
[06.25.19]
Mobile Games Tools Producer


Genies Inc — Venice, California, United States
[06.25.19]
*Principal Engineer - Graphics Programming & Rendering Engine*
The Principal Graphics Engineer will have full responsibility and control over crafting an OpenGL-based server-side rendering pipeline to bring Genie animations to users at scale. We are seeking to decrease latency when delivering animations and maintain manageable costs for the company. Our current rendering pipeline uses Javascript, we are seeking to revamp our pipeline to be as close to the GPU as possible.

Yacht Club Games — Marina del Rey, California, United States
[06.25.19]
Marketing / Community Manager


Behaviour Interactive — Montreal, Quebec, Canada
[06.25.19]
Senior Game Designer


Disbelief — Chicago, Illinois, United States
[06.25.19]
Junior Programmer, Chicago
Junior Programmer

Disbelief — Chicago, Illinois, United States
[06.25.19]
Senior Programmer, Chicago
Senior Programmer

Vicarious Visions — Albany, New York, United States
[06.25.19]
Software Engineer


New World Interactive — Calgary, Alberta, Canada
[06.25.19]
Art Director
Direct art developed both internally and by third parties.

New World Interactive — Calgary, Alberta, Canada
[06.25.19]
Community Manager
Facilitate a best-in-class game development environment, inclusive of building a culture of success, creativity, low-drama and balanced lifestyle.

Ubisoft RedLynx — Helsinki, Finland
[06.25.19]
Senior Game Designer