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Video: The world generation tech behind Far Cry 5  
by Staff [11.25.20]
In this 2018 GDC talk, Ubisoft's Etienne Carrier explains how Ubisoft developed a set of procedural tools to generate biomes for Far Cry 5.
Design, Console/PC, Video

The anatomy of a Steam sale  
by Gamasutra Staff [11.25.20]
What happens when you organize a themed sale on Steam, and what are the ramifications for increased profile of your games as a result? Real-world data within...
Business/Marketing, Design, Console/PC, Indie

Blog: Four hyper-casual prototype best practices  
by Gamasutra Community [11.25.20]
Successful hyper-casual development isn’t as easy as it looks. Here are four key design guidelines to follow to help crack this space.
Design, Console/PC

Blog: Historians discuss Assassin's Creed Valhalla  
by Gamasutra Community [11.25.20]
Historians Bob Whitaker and Daniel Melleno discuss Assassin's Creed Valhalla. Topics include the history of the Viking Age, raiding monasteries, Paganism vs. Christianity, and Viking slavery.
Business/Marketing, Design

Don't Miss: Mapping out the subtle social cues throughout Hitman's level design 1
by Alissa McAloon [11.24.20]
“Apart from mocking everything up one of the most important things that we do in a game like Hitman is making life, making drama situations as we call them. We borrow a little bit from the world of theater.”
Design, Console/PC

Only six days left to register for GDC Masterclass!  
by Staff [11.24.20]
You only have six days left to sign up for the first-ever GDC Masterclass program. Register now before time runs out!
Business/Marketing, Design, Production, Console/PC, GDC


The anatomy of a Steam sale  
by Simon Carless [11.25.20]
What happens when you organize a themed sale on Steam, and what are the ramifications for increased profile of your games as a result? Real-world data within...
Business/Marketing, Design, Production, Console/PC, Indie

Home Upgrades for Gamers and Developers  
by Jori Hamilton [11.24.20]
Whether you’re set on developing the next indie darling or you’re tucking back into Ghost of Tsushima for your second playthrough on Kurosawa Mode, there is no reason you should be doing so on a tiny cramped desk or in a frumpy bean bag chair.
Design, Serious

6 Mistakes That’ll Drain the “Juice” Out Of Your Game  
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

Bioshock Infinite: A level analysis from a gameplay point of view #2  
by Mattia Beffa [11.24.20]
This is the second publication on Bioshock Infinite's level analysis from a gameplay point of view. This week's topic: Items (Restoring, Lockpicks, Silver Wings)
Design, Console/PC, Serious

Does Apple's 15% platform cut change the game? 3
by Simon Carless [11.22.20]
Apple has announced the App Store Small Business Program, a major and permanent change to the flat 30% platform cut for apps and games on iOS (and I presume the Mac) App Stores. What does it mean for Apple & other game platforms?
Business/Marketing, Design, Production, Console/PC, Indie, VR

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


Jintronix Inc. — New York, New York, United States
[11.25.20]
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
[11.25.20]
Game Studio Engineering Lead - Remote


innogames — Hamburg, Germany
[11.25.20]
Game Designer


Gameforge AG — Karlsruhe, Germany
[11.25.20]
Senior Game Designer


innogames — Hamburg, Germany
[11.25.20]
Game Designer - New Mobile Game


Deep Silver Volition — Champaign, Illinois, United States
[11.24.20]
Senior Technical Designer


Sucker Punch Productions — Bellevue, Washington, United States
[11.23.20]
Narrative Writer


High Moon / Activision — Carlsbad, California, United States
[11.23.20]
Senior Multiplayer Level Designer (Temporary) - High Moon Studios
Senior Multiplayer Level Designer (Temporary) - High Moon Studios

Airship Syndicate — Austin, Texas, United States
[11.23.20]
Senior VFX Artist


Airship Syndicate — Austin, Texas, United States
[11.23.20]
Mid to Senior Worldbuilder - Unreal Engine