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February 21, 2020
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Video: Applying level design techniques to Subsurface Circular's dialogue  
by Staff [02.21.20]
In this 2018 GDC session, Bithell Games' Mike Bithell picks apart the design of Subsurface Circular's conversation trees and explains how their flow mirrors that of conventional level design.
Design, Indie, Video, Vault

Don't Miss: A Game Design Deep Dive into SteamWorld Dig's digging mechanic 2
by Staff [02.21.20]
Here, the team describes the process they went through in designing the main mechanic of the game, which (as you may have guessed) is the digging.
Design, Indie

Don't miss all these insightful interviews with alt.ctrl.GDC 2020 devs!  
by Staff [02.21.20]
From a sword in a stone to a game of competitive potion-brewing, each of these one-of-a-kind alt.ctrl.GDC 2020 games has a remarkable origin story -- read all about 'em in these Gamasutra interviews!
Design, Indie, GDC

Blog: Crafting nightmares to define Othercide's art direction  
by Gamasutra Community [02.21.20]
Finding the 'soul' for Othercide's art direction was a thrilling journey. Born from our own traumas, here is how we tried to make our game stand out from the tactical genre.
Design, Art

ALT.CTRL.GDC Showcase: Wataru Nakano x MIYAZAWORKS' The Sword and Bruce and Box  
by Joel Couture [02.21.20]
The Sword tasks players with guessing weights to correctly (and heroically) pull a sword from the stone, and Bruce and Box needs them to hide and keep themselves covered up with a box.
Design, Indie, GDC, Video

How a new wave of developers are using voxels to create jaw-dropping worlds 1
by Jack Yarwood [02.21.20]
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, Video

PixelCast 25, Devs' Meetup at Guy Fieri's Dive...  
by Jeremy Alessi [02.21.20]
In episode 25 Jeremy sits down with Andrew, Nathan, Joseph, and newcomer Josh to discuss each of their current game dev ambitions and captures the complete essence of any good PixelFest Devs' meetup. BTW, .kkrieger (created by .theprodukkt)
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Game Dev Digest Issue #32 - AR/VR, Character Controllers, Scene Loading, HDR Graphics, And More  
by Mike Marrone [02.21.20]
Game Dev Digest Issue #32 - AR/VR, Character Controllers, Scene Loading, HDR Graphics, And More. The latest from the free weekly Unity3d/gamedev newsletter.
Design, Programming, Art, Console/PC, Indie, Smartphone/Tablet, VR

Another 05 Pro Business and Marketing Tips for Game Developers  
by Andre Faure [02.20.20]
Here are 05 EXTRA tips on business and marketing from my 23 years of experience developing and publishing games to help you out on decision making. Enjoy!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

StoneShard, 10 reasons for success  
by Davide Pessach [02.20.20]
The incredible success of StoneShard is not magic nor chance. I believe we can pinpoint the roots of it to how the demo is built, and how precisely good is the design of the game's multiple parts. I try to get to the bottom of it.
Business/Marketing, Design

Are you Meta? An Overwatch analysis  
by Cameron van Velzen [02.20.20]
This is a general look at the shifting meta of Blizzard's game Overwatch and how it applies to professional players and casual players. Examine current themes and practices for evaluating meta in online games.
Design, Console/PC, Social/Online

Dear colleagues, GO TEACH! 2
by Franck Fitrzyk [02.20.20]
As workers in the video game industry, we have a huge responsibility to participate in the training of our future recruits, we cannot just wait for someone else to do it. Developers, get involved in our juniors' education!
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Serious, Indie

Airship Syndicate — Austin, Texas, United States
Senior Systems Designer
Senior Systems Designer

Futureplay — Helsinki, Finland
Senior Game Designer

Embodied Inc. — Pasadena, California, United States
Jr Performance Designer
Jr. Performance Designer - Contract

Insomniac Games — Burbank, California, United States
Lead Level Designer
Insomniac Games - Lead Level Designer

Carnegie Mellon University — Pittsburgh, Pennsylvania, United States
Game Design Teaching Track Faculty
Game Design Teaching Track Faculty, Entertainment Technology Center

Purdue University — West Lafayette, Indiana, United States
Assistant Professor in Game Development and Design
Assistant Professor in Game Development and Design at Purdue University

Sucker Punch Productions — Bellevue, Washington, United States
Gameplay Programmer
Gameplay Programmer

Pixelberry Studios — Mountain View, California, United States
Software Engineering Manager