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June 26, 2019
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Don't Miss: Unpacking The Silver Case: A Q&A with Grasshopper Manufacture 1
by Brandon Sheffield [06.25.19]
We spoke with some of the developers of The Silver Case, discussing character design, story, and its 2017 remaster.
Design, Art, Console/PC, Indie

Video: Tips on art directing VFX for stylized games  
by Staff [06.25.19]
In this 2017 GDC talk artists from Double Fine, Epic Games, and more discuss methods for establishing the artistic pillars of your game's VFX, using specific examples from iconic games!
Design, Art, Console/PC, Indie, Video, Vault

See the future of location-based AR/VR entertainment at XRDC!  
by Staff [06.25.19]
Location-based experiences are a great way to introduce newcomers to AR/VR, and at XRDC in San Francisco this October you'll get behind-the-scenes insight into how to make them fun and successful.
Business/Marketing, Design

Building interesting emergence in Dying Light 2 1
by Bryant Francis [06.25.19]
Lead game designer Tymone Smektala explains how a 50 percent completion rate for Dying Light has helped push Techland into making an emergent, choice-driven sequel.
Design, Console/PC, E3, Video

Don't Miss: 20 essential real-world games to study (and play!) 33
by John Harris [06.24.19]
In this classic feature we profile games like Chess and Go through pen-and-paper RPGs like Call of Cthulhu, European games like The Settlers of Catan, and more -- each with a unique design lesson.
Design

Blog: An archaeologist considers Heaven's Vault  
by Gamasutra Community [06.24.19]
Bob Whitaker talks with archaeologist Andrew Reinhard about Heaven's Vault, the latest game from Inkle Studios. Topics include archaeology, archaeologists in games, and artifact colonialism.
Design


Prevent broken games with computer play testing - part4  
by Sascha de Waal [06.25.19]
In the last part of this series, I would like to give some tips and tricks that might help you. If there is anything you learned, discovered,s or something you would like to share, please contact me so I can add it and we all can learn from it.
Design, Programming

Charting Through Pacing of Uncharted 2. Part 1 - Pacing Principles  
by Stanislav Costiuc [06.25.19]
Uncharted 2 has some of the most exceptional pacing in action/adventure video games. Let's take a look at what that means and how the game achieves it.
Design, Console/PC

The Difficulty Dilemma Part 2  
by Caleb Compton [06.24.19]
Last week I looked at whether modern games were too easy, and some of the considerations designers should keep in mind regarding adding difficulty options. This week I am going to look at different ways to add difficulty to your game, and some to avoid.
Design, Console/PC, Serious

Expanding Midgar – Simple Solutions for Satisfying Postgame Content  
by Joshua Hallaran [06.24.19]
Using Final Fantasy VII Remake as a framework for discussion, this post examines some of the ways developers can add value to their RPG beyond the core narrative! Consider simple ideas that can be applied when designing your own endgame/postgame content.
Design, Console/PC, Indie

Localising Your Game: How To Make It Not Suck 1
by Natalie Mikkelson [06.24.19]
Underestimating the complications of localisation - My tips and lessons learned from localising Kenshi in seven languages.
Business/Marketing, Design

Tales of a Middling Designer  
by Steven Caywood [06.24.19]
A twenty years experienced game designer reflects on the trials and tribulations of entering the indie scene with a smidge of artistic experience and a dash of programming experience.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie


Behaviour Interactive — Montreal, Quebec, Canada
[06.25.19]
Senior Game Designer


Ubisoft RedLynx — Helsinki, Finland
[06.25.19]
Senior Game Designer


New Moon Production — Hamburg, Germany
[06.25.19]
User Interface Artist - New Moon Production (all genders)


Insomniac Games — Burbank, California, United States
[06.24.19]
Open-World Designer
Insomniac Games - Open-World Designer

Legends of Learning — Washington, DC, District of Columbia, United States
[06.21.19]
Senior Unity Engineer - $140k - Remote OK
Senior Unity Engineer - $140k - Remote OK

Cold Iron Studios — San Jose, California, United States
[06.20.19]
Senior World Builder
Cold Iron is seeking an experienced Sr. World Builder to join us in creating a shooter set in the Alien universe for consoles and PC! Are you excellent at designing spaces that are as pleasing to look at as they are to play through? Do you revel in bridging the gap between art and design, making the content and pacing of the game more enjoyable through layout with strong artistic sensibilities?

Cold Iron Studios — San Jose, California, United States
[06.20.19]
Senior Content Designer
Cold Iron is seeking an experienced Sr. Content Designer to join our world class team in creating a shooter set in the Alien universe for consoles and PC!

innogames — Hamburg, Germany
[06.12.19]
Senior UI/UX Designer - Elvenar


Woodbury University — Burbank, California, United States
[06.04.19]
GAME DESIGN INSTRUCTOR