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November 19, 2019
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Valve is making a new VR Half-Life game  
by Bryant Francis [11.18.19]
Valve's Twitter account has revealed that the company is working on a new Half-Life video game.
Design, Console/PC

Get a job: Insomniac Games is hiring a Lead Level Designer  
by Staff [11.18.19]
This position will lead the Level Design team in the operation of designing, developing, and polishing game levels including level geometry, enemy encounters, puzzles, and unique gameplay.
Design, Recruitment

Video: How Rockstar tackles environment design as spatial cinematography  
by Staff [11.18.19]
In this 2019 GDC session, Rockstar North's Miriam Bellard explores the concept of spatial cinematography in theory and practice using examples from GTA V Online DLC. 
Design, Console/PC, Video, Vault

Finalists named in Google's annual Change the Game Design Challenge  
by Alissa McAloon [11.18.19]
Google has picked five finalists from over 1,500 entries in its second annual Change the Game Design Challenge, a contest that aims to elevate and encourage teenage girls with game design aspirations.
Design, Smartphone/Tablet

Don't Miss: The secrets of great voice acting 4
by Alex Wawro [11.18.19]
Gamasutra speaks to voice director, consultant and game industry veteran Khris Brown to better understand how high-quality voicework in games comes together from a developer perspective.
Audio, Design, Production, Console/PC, Indie

Logitech has made an expansive accessory kit for the Xbox Adaptive Controller  
by Chris Kerr [11.18.19]
Logitech has created a new 'Adaptive Gaming Kit' to help make the Xbox Adaptive Controller even more accessible.
Design, Console/PC, Video

Designing Interesting Decisions in Games (And When Not To)  
by Caleb Compton [11.18.19]
Sid Meier once described games as "a series of interesting decisions". But how do you design interesting decisions in your game? And what are the pitfalls to avoid when trying to design interesting decisions? Lets find out!

Kliuless #58: Tencent Eyes the West's Console Market 1
by Kenneth Liu [11.18.19]
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Business/Marketing, Design, Production, Console/PC, Serious, Social/Online, Smartphone/Tablet, VR

Video Game Deep Cuts: That Superliminal Jedi Guy  
by Simon Carless [11.16.19]
This week's roundup includes impressions of a plethora of new releases, from Superliminal to Jedi: Fallen Order and Pokemon Sword & Shield, plus behind the scenes at the ESRB, how World Of Warcraft changed things (for good and ill), and lots more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

How to prepare your game design for a holiday season  
by Kate AppFollow [11.15.19]
Holidays are no doubt a goldmine for mobile game developers. They offer a great opportunity to show off all of your abilities as a designer, treat players with new engaging challenges, boost app installs and even increase revenue. 
Business/Marketing, Design, Indie, Smartphone/Tablet

How to Build a Better Gaming Experience by Adding Value to User Perspective?  
by Shy Lee [11.15.19]
Check out how to build better experience in gaming by adding a user perspective.
Design, Programming, Smartphone/Tablet

Teaching Players Through Failure Rather Than Success  
by Draven Jolicoeur [11.14.19]
Do players always have to succeed in the first attempt? For The King is a fantastic roguelike experience that has chosen to make a very specific design choice that I believe is a core reason for my inability to stop playing. Let's explore this reason.
Design, Indie

Sucker Punch Productions — Bellevue, Washington, United States
QA Tester

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

iGotcha Studios — Stockholm, Sweden
Senior Game Designer

Deep Silver Volition — Champaign, Illinois, United States
Temporary Writer

Wevr — Los Angeles, California, United States
Audio Designer / Implementer
As Audio Designer / Implementer you will be part of the team working on a new, unannounced project based on one of the foremost popular IPs in the world today. The right candidate will be multifaceted and self-motivated with shipped project experience under their belt and is ready to come in and make an immediate impact on our projects.

Sucker Punch Productions — Bellevue, Washington, United States
Encounter Designer

Wevr — Venice, California, United States
Environment Artist
As an Environment Artist you will be working on a new, unannounced high profile project based on one of the foremost popular IPs in the world.

Evening Star — Los Angeles, California, United States
Gameplay Programmer

Pennsylvania State University — University Park, Pennsylvania, United States
3D Graphic Artist

University of Utah — Salt Lake City, Utah, United States
Assistant Professor (Lecturer)