Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 14, 2019
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:



Watch the lead dev of Age of Empires II: Definitive Edition break down the game's rebirth  
by Bryant Francis [12.13.19]
Forgotten Empires lead developer Bert Beeckman discusses the making of Age of Empires II: Definitive Edition in this video interview.
Design, Console/PC, Video

Get a job: Sanzaru Games is hiring Systems Designers  
by Staff [12.13.19]
Systems Designers work closely with all disciplines (especially the art and engineering teams) to design, implement, and balance game mechanics to a high degree of polish.
Design, Recruitment

Come to GDC and see how Untitled Goose Game's levels were scouted!  
by Staff [12.13.19]
Join the rest of the game industry at GDC 2020 and learn how one of the Untitled Goose Game devs applied his filmmaking background in a unique way to scout locations for game levels!
Design, Indie, GDC

Chat with Age of Empires II: Definitive Edition lead dev Bert Beeckman at 3PM EST  
by Bryant Francis [12.13.19]
Age of Empires II: Definitive Edition lead developer Bert Beeckman is answering your questions today on the GDC Twitch channel at 3PM EST.
Design, Console/PC, Video

Video: Designing efficient, effective branching narratives for games  
by Staff [12.12.19]
In this 2016 GDC talk, Pocket Gems' Cassie Phillipps offers a crash course on how to create meaningful story branches without making narratives that are convoluted, confusing or shallow.
Design, Console/PC, Indie, Smartphone/Tablet, Video, Vault

Local split-screen has been added to Fortnite on the PS4 and Xbox One  
by Chris Kerr [12.12.19]
Epic Games is doing its bit to keep the age old tradition of local multiplayer alive by bringing split-screen to Fortnite.
Design, Console/PC


Inspiration is an excuse : practical tools for game designers.  
by Alvaro Salvagno [12.13.19]
How to get past the white page syndrome with practical tools that allow creative problem solving in game design.
Design, Serious, Indie

MediEvil Boss Design - Return of the Pumpkin King  
by Alex Gold [12.13.19]
Learn how the designers at Other Ocean brought the Pumpkin King boss back to life in the MediEvil remake for PS4.
Design, Console/PC

The Golden Age of Video Games  
by Chris Solarski [12.12.19]
Video games are undoubtably big business. Video games are so big, in fact, that they effortlessly out-earn the film and music industry combined. But what does the future of video games hold? Is it more of the same but bigger and better?
Design, Art, Indie

iOS/Android/Steam sales case study: Golf Peaks 2
by Simon Carless [12.11.19]
In this particular piece, Luke Spierewka of Afterburn was kind enough to provide full stats for iOS, Android and Steam for his team’s title Golf Peaks.
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

Video game music composer: Getting your big break (2020 edition)  
by Winifred Phillips [12.10.19]
Game composer Winifred Phillips discusses ways for new composers to get their first game gig. Includes advice on the effectiveness of demo reels and networking, a discussion of middleware, music genre specialization, and a list of online resources.
Audio, Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR

Beyond A Steel Sky - Dev Diary #4  
by Catherine Fox [12.10.19]
November 2019 Dev Diary - Back to Development! Hello everyone, and welcome to another Developer diary for Beyond a Steel Sky ! Last month we had a look at some of our development team. This month we thought we’d get back to development.
Design, Production, Indie


Sanzaru Games Inc. — Dublin , California, United States
[12.12.19]
Systems Designers
Sanzaru Games is looking for talented Systems Designers. Systems Designers are responsible for the design of expansive and engaging game-wide features, turning high-level concepts into detailed rules and models that form the core game experience. Examples of typical systems that designers may work on include artificial intelligence (AI), character progression, playable/non-playable character mechanics, in-game economies, and combat.

Sanzaru Games Inc. — Dublin, California, United States
[12.12.19]
Level Designer
Sanzaru Games is looking for talented Level Designers. Level Designers are responsible for the creation of exciting and evocative gameplay experiences—from concept and prototyping, observed playtesting and iteration, all the way to final implementation.

Deep Silver Volition — Champaign, Illinois, United States
[12.12.19]
Principal Writer


Futureplay — Helsinki, Finland
[12.12.19]
Senior Game Designer


Sucker Punch Productions — Bellevue, Washington, United States
[12.11.19]
Camera Designer


Deep Silver Volition — Champaign, Illinois, United States
[12.11.19]
UI Artist


GreenPark Sports — Los Angeles , California, United States
[12.11.19]
Senior Game Designer


Snowcastle Games — OSLO, Norway
[12.10.19]
Gameplay Programmer


RMIT University — Melbourne, Victoria, Australia
[12.10.19]
Senior Lecturer, Games (RMIT Melbourne, Australia)
Senior Lecturer in Games, ongoing position, Melbourne Australia, RMIT University

Insomniac Games — Burbank, California, United States
[12.09.19]
Lead Level Designer
Insomniac Games - Lead Level Designer