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November 25, 2020
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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

Video: A deep dive into Ubisoft's VR escape rooms  
by Staff [11.23.20]
In this 2019 VRDC session, Ubisoft Blue Byte's Cyril Voiron discusses the development of Ubisoft's new VR escape room games.
Design, Video

Blog: The art of compelling quest design in Ghost of Tsushima  
by Gamasutra Community [11.23.20]
This article explores how Ghost of Tsushima's side quests are structured and what designers can learn from them.
Design, Console/PC

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

Get a job: Hi-Rez Studios is hiring a Level Designer for Paladins 1
by Staff [11.20.20]
Hi-Rez Studios is looking for a Level Designer to work at our studio in Alpharetta, Georgia on Paladins.
Design, Recruitment


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

Obstacles | Roguelike Devlog #11 "The Colosseum"  
by Deniz Cakmaz [11.20.20]
Welcome everyone, we are working on a fast paced 2D roguelike. You fight in a futuristic colosseum as a samurai while hyping up the crowd to get more gold.   This update was focused on adding static (non moving) Obstacles.
Design, Indie


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


Atlas Mission, by Learning Yogi (*** Award-Winning Edtech Startup ***) — Anywhere, Remote, Remote
[11.23.20]
Senior Game Designer


Hi-Rez Studios — Alpharetta, Georgia, United States
[11.20.20]
Paladins - Level Designer
Hi-Rez Studios is looking for a Level Designer to work at our studio in Alpharetta, Georgia on Paladins. At Evil Mojo, you will be part of an innovative environment that embraces new and different ideas. We are a passionate and enthusiastic bunch who love video games. We have incredibly talented individuals who are empowered to create and challenged to learn. All of this means more opportunities for you to unleash your energy, collaboration, and dedication. Come join the creator of the critically acclaimed SMITE, Tribes: Ascend and Global Agenda as we enhance and expand our online action games.

innogames — Hamburg, Germany
[11.20.20]
Concept Artist - New Mobile Game


The Gearbox Entertainment Co. — Frisco, Texas, United States
[11.19.20]
Enemy Designer
Enemy Designer

Insomniac Games — Burbank, California, United States
[11.19.20]
Senior Designer
Insomniac Games - Sr. Designer