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April 23, 2021
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How indies add flavor to monster combat 25 years after Pok√©mon  
by Dan Colonna [04.23.21]
We speak with developer behind monster-battling games Temtem, Coromon, and Monster Sanctuary about Pokemon's enduring influence and how their games approach monster combat design.
Design, Console/PC, Indie

Don't Miss: Examining the 'pay-to-flay' monetization of 2015's Mortal Kombat X 40
by Staff [04.22.21]
F2P monetization mechanics are seeping into premium game design, and with Mortal Kombat X selling "Easy Fatality" consumables, Gamasutra asks: how do you monetize without compromising game design?
Business/Marketing, Design, Console/PC

Video: An AMA session with Obsidian's Carrie Patel  
by Staff [04.22.21]
In this 2021 GDC Showcase AMA, Obsidian Entertainment's Carrie Patel answering questions about her experience working on both The Outer Worlds and Pillars of Eternity franchises.
Design, Console/PC, Video

Explore the world of Black Games at GDC 2021  
by Staff [04.22.21]
University of Miami Knight Chair Lindsay Grace will be giving an overview on the history of games by Black developers at GDC 2021.
Design, Console/PC, GDC

The perfect Steam trailer, overlooked tools, & more  
by Gamasutra Staff [04.21.21]
What do you really need in your Steam trailer? What video game data tools are you not aware of, but should be? This and more game platform round-ups within...
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online

Video: The art of FAITH: horror at 192x160 pixels  
by Staff [04.21.21]
In this 2019 GDC session, Airdorf Games' Mason Smith explains the decisions and principles that contributed to the art style of FAITH.
Design, Console/PC, Video


Deeper Meaning  
by Sergio Garces [12.31.69]
As creators, we have a moral obligation to understand the message in the games we make. This is how I think about a game's message and what I did for my own game, Mech Armada.
Design, Console/PC, Indie

The perfect Steam trailer, overlooked tools, & more  
by Simon Carless [12.31.69]
What do you really need in your Steam trailer? What video game data tools are you not aware of, but should be? This and more game platform round-ups within...
Business/Marketing, Design, Production, Console/PC, Indie, VR

An Analysis of the Mechanics and Narrative of Superliminal  
by Erik Dewhurst [12.31.69]
This is a long-form analysis of how the game Superliminal (2019, Pillow Castle Games) introduces mechanics and how the narrative of the game interacts with those mechanics.
Design, Serious, Indie

Why Computer Programming Can Boost Your Game Design Career  
by Anmol Jangir [12.31.69]
Game programming refers to the code that brings a video or computer game to life. Being a programmer is a challenging job, especially in game development. This can lessen your learning curve and increase your chances of getting hired.
Design, Programming, Console/PC

Why I decided to go to a publisher after 10 months of single-handedly developing a game 8
by Iurii Chechulin [12.31.69]
Three years ago, I single-handedly developed an .io mobile game. It was relatively successful: it brought in about $3000 a month on organic traffic alone. After a year I decided to contact the publisher for the first time. This decision changed a lot.
Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet

When demos can radically expand your game's discoverability  
by Simon Carless [12.31.69]
Are game demos good? When you should leave your demo or prologue up for longer? We look at games with standout (but short!) gameplay loops for an answer.
Business/Marketing, Design, Production, Console/PC, Indie, VR


Sony PlayStation — San Francisco, California, United States
[04.22.21]
Sr. Product Manager, Player Engagement & Social Experiences
Sr. Product Manager, Player Engagement & Social Experiences

Sony PlayStation — San Francisco, California, United States
[04.22.21]
Sr. Director, UX Design
Sony PlayStation is looking for a Sr. Director, Product Design. This person is a key member of the UX Design leadership team and is responsible for the design of signature PlayStation experiences on and off console. This will give you the opportunity to drive world-class execution in interaction and visual disciplines. This position is focused on the core gameplay and community integration functionality at the heart of PS5 and on mobile.

Deep Silver Volition — Champaign, Illinois, United States
[04.22.21]
Senior Technical Designer


innogames — Hamburg, Germany
[04.22.21]
Game Designer - Forge of Empires - Feature Design & UX


Remedy Entertainment — Espoo, Finland
[04.22.21]
Senior Level Designer (Vanguard)


Visual Concepts — Austin, Texas, United States
[04.21.21]
Sr Designer


Visual Concepts — Austin, Texas, United States
[04.21.21]
Designer


Visual Concepts — Austin, Texas, United States
[04.21.21]
Sr Artist, UI


Visual Concepts — Austin, Texas, United States
[04.21.21]
Senior Character Artist


Visual Concepts — Austin, Texas, United States
[04.21.21]
Director, Art