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Don't Miss: The making of Resident Evil 4 8
by Staff [05.07.21]
Resident Evil 4 cinematics lead Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Design, Art, Console/PC

Check out the many incredible Roundtables at GDC 2021  
by Staff [05.07.21]
At the all-digital GDC 2021 (running July 19th – 23rd) you can take part in a number of excellent Roundtables hosted by industry experts.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet, GDC

Genesis Noir leads IGF finalists with four nominations  
by Staff [05.07.21]
Check out the 2021 Independent Games Festival finalists, who will be honored at a virtual ceremony held at Game Developers Conference, running July 19th - 23rd.
Design, Programming, Production, Art, Console/PC, Indie, GDC

Video: Designing Overwatch's social systems  
by Staff [05.06.21]
In this 2019 GDC talk, Blizzard Entertainment's Natasha Miller shares why Blizzard chose to prioritize social systems in Overwatch.
Design, Console/PC, Video

Blog: Why a community and retention strategy matters post-IDFA  
by Gamasutra Community [05.06.21]
Amidst the turmoil of Mega-MAU M&As, privacy changes and the uncertainty on re-targeting, studios may benefit from well-planned and executed community and retention strategies.
Business/Marketing, Design

Video: Obsidian's tools for authoring branching dialogue  
by Staff [05.05.21]
In this 2019 GDC session, Obsidian Entertainment's Carrie Patel & David Szymczyk discuss how narrative designers and game writers can get the most use out of conversation editors.
Design, Programming, Console/PC, Video


Game Dev Digest Issue #93 - Software craftsmanship  
by Mike Marrone [12.31.69]
Game Dev Digest Issue #93 - Software craftsmanship. The latest from the free weekly Unity3d/gamedev newsletter.
Design, Programming, Production, Art, Console/PC, Serious, Indie

Of Mice and Men - Making a Meaningful Scent System in Redwall  
by Chris Skaggs [12.31.69]
For a game featuring animals as characters we sought to create a unique, robust, and meaningful mechanic that revolves around scent. This was far easier said than done but we think we've landed on something that really sets our Redwall themed game apart
Design, Programming, Art, Console/PC, Indie

A Game With A Kitty 2: Darkside Adventures Review  
by Zachary Levin [12.31.69]
A review of the indie game "A Game With A Kitty 2: Darkside Adventures" by Zachary Levin.
Design, Indie

Jungle town: how we wanted to change the world for the better by creating a children's game  
by Dmitriy Makeyev [12.31.69]
The history of our game began in 2016, I said to my wife and muse: "Honey, I want to make a game for our daughter!" She supported me.
Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet

Three key discoverability takeaways from the Epic/Apple lawsuit  
by Simon Carless [12.31.69]
What does the Epic/Apple trial data show us about which game platforms are good to make games for? And how has Epic Games Store itself evolved?
Business/Marketing, Design, Production, Console/PC, Indie

What do devs really think of game platform cut?  
by Simon Carless [12.31.69]
We look at the GDC survey on game platform cut and the state of subscription services, as well as lots more neat game discovery news!
Business/Marketing, Design, Production, Console/PC, Indie


Sheridan College — Oakville, Ontario, Canada
[05.07.21]
Professor, Game Design


Sucker Punch Productions — Bellevue, Washington, United States
[05.07.21]
Senior Systems Designer


Sucker Punch Productions — Bellevue, Washington, United States
[05.07.21]
Senior Games Writer


Sucker Punch Productions — Bellevue, Washington, United States
[05.07.21]
Combat Designer


Sucker Punch Productions — Bellevue, Washington, United States
[05.07.21]
Senior Concept Artist


Andrews McMeel Universal — Kansas City, Missouri, United States
[05.07.21]
Video Game Design Director


Sony PlayStation — San Francisco, California, United States
[05.06.21]
Sr. Product Manager, Player Engagement & Social Experiences
Sr. Product Manager, Player Engagement & Social Experiences

Sony PlayStation — San Francisco, California, United States
[05.06.21]
Sr. Director, UX Design
Sony PlayStation is looking for a Sr. Director, Product Design. This person is a key member of the UX Design leadership team and is responsible for the design of signature PlayStation experiences on and off console. This will give you the opportunity to drive world-class execution in interaction and visual disciplines. This position is focused on the core gameplay and community integration functionality at the heart of PS5 and on mobile.

innogames — Hamburg, Germany
[05.06.21]
Game Designer - Forge of Empires - Feature Design & UX