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August 15, 2020
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Video: Matching the world to the player with procedural regeneration  
by Staff [08.14.20]
In this 2018 GDC talk game designer Heather Robertson introduces the concept of procedural regeneration -- the concept of dynamically altering the world space of a game to fit the style of play.
Design, Indie, Video, Vault

Blog: Game composers and the importance of themes - Part 3  
by Gamasutra Community [08.14.20]
The third in a five-part series based on composer Winifred Phillips' talk during the GDC 2020 online conference in March.
Audio, Design

Blog: Mortal Kombat's John Tobias on the creation and evolution of a franchise  
by Gamasutra Community [08.14.20]
John "Saibot" Tobias talks to Arcade Perfect author David L. Craddock about creating the lore and visual style that defined early entries in the Mortal Kombat franchise.
Business/Marketing, Design, Production, Console/PC

What should a game publishing agreement look like? (& more!)  
by Gamasutra Staff [08.14.20]
Lots happening again this time out. So let’s get it going with an excellent data set from the rather good (but I’m biased) GDC Summer virtual event that took place last week.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Don't Miss: Advice on studio culture, game design, and much more from GDC Summer  
by Alissa McAloon [08.14.20]
Miss GDC Summer last week? Catch up on some of the expert advice from the show in this series of Gamasutra features on everything from monetization and game design to production and studio culture cultivation.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Design, Business/Marketing

Blog: Analysing the level design in The Witcher 3: Wild Hunt 2
by Gamasutra Community [08.13.20]
A level design breakdown of one of the most iconic levels of The Witcher 3: Wild Hunt, Oxenfurt. Methods and production processes for recreating a level inside UE4.
Design, Console/PC


Designing Fake Illusions' Accessibility 1
by Tom Hermans [08.14.20]
I talk about my accessibility-first design approach and how I applied it to a (potentially inaccessible) game idea about optical illusions, by thinking about simplicity, progression, difficulty and more.
Design, Indie

Game Dev Digest Issue #57 - Cutscenes, Grids, VFX and more  
by Mike Marrone [08.14.20]
Game Dev Digest Issue #57 - Cutscenes, Grids, VFX and more. The latest from the free weekly Unity3d/gamedev newsletter.
Design, Programming, Production, Art, Console/PC, Serious, Indie, Smartphone/Tablet, VR

The Evolution of Digital Storytelling  
by Sande Chen [08.14.20]
In this article, game designer Sande Chen reports on Sam Barlow's presentation at PLAY NYC, in which he describes how the digital world is transforming the art of storytelling.
Business/Marketing, Design, Production, Indie

What should a game publishing agreement look like? (& more!)  
by Simon Carless [08.13.20]
A key part of discoverability is making sure you’re getting the right buzz. And the right publishers can really help with that. Lots of info on this - and more - within!
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR

ImMortal Mystique: Mortal Kombat's John Tobias on the Creation and Evolution of a Franchise  
by David Craddock [08.13.20]
John "Saibot" Tobias talks to Arcade Perfect author David L. Craddock about creating the lore and visual style that defined early entries in the Mortal Kombat franchise.
Design, Console/PC

Variation and Fragmentation in Game Music: Game Composers and the Importance of Themes (Pt. 3)  
by Winifred Phillips [08.13.20]
Third of a five-part article series based on composer Winifred Phillips' talk during the GDC 2020 online conference in March: "From Assassin's Creed to The Dark Eye: The Importance of Themes." Included: a discussion of fragmentation and variation.
Audio, Design, Production, Console/PC, Indie, Social/Online


Plarium Michigan Studio LP — San Mateo, California, United States
[08.14.20]
UX Designer
Rumble Games was founded in 2011 and is located in San Mateo, California. The studio is home to a tight-knit team of professionals whose mission is to create the most engaging and fulfilling mobile game experiences on the planet. We are focused on combining the best of AAA game graphics and design with free-to play accessibility. We are passionate about collaboration and iteration to create games that will surprise and delight our players.

Remedy Entertainment — Espoo, Finland
[08.14.20]
Senior Gameplay Designer (World Systems)


Remedy Entertainment — Espoo, Finland
[08.14.20]
Senior Gameplay Designer (Combat)


The Savannah College of Art & Design — Savannah, Georgia, United States
[08.13.20]
Chair of Visual Effects
Chair of Visual Effects

Disbelief — Chicago, Illinois, United States
[08.10.20]
Senior Technical Artist
Senior Technical Artist

iGotcha Studios — Stockholm, Sweden
[08.10.20]
Senior Game Designer


innogames — Hamburg, Germany
[08.03.20]
Junior Game Designer - Level Design - New Mobile Game


innogames — Hamburg, Germany
[07.23.20]
UI/UX Designer


Velan Studios — Troy, New York, United States
[07.17.20]
UX Designer