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August 17, 2019
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Get a job: Sucker Punch, The Walt Disney Company, and more are hiring now!  
by Staff [08.16.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Design, Programming, Production, Art, Recruitment

Don't Miss: A deep dive into the 'old school' save system of Alien: Isolation 15
by Staff [08.16.19]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Design, Console/PC

GDC YouTube Top 5: Mohawk Games' Soren Johnson  
by Staff [08.16.19]
Soren Johnson, founder of Mohawk Games and designer on Civilization III and IV, curates his top 5 videos from the GDC YouTube archive in this new series of articles.
Design, GDC

Blog: How I translated Ancient Greek punishment games into Bitsy  
by Gamasutra Community [08.16.19]
Here are some reflections on translating the continuing series of Ancient Greek punishment games into the Bitsy game engine.
Design, Programming

Don't Miss: How enemy AI works in Dicey Dungeons 4
by Terry Cavanagh [08.15.19]
A detailed write up how the new Enemy AI works in my game, Dicey Dungeons! I tried to write it in a "popular science" style that's hopefully of interest to everyone, not just programmers.
Design, Programming, Indie

Video: Designing multiplayer ranking systems like Elo and TrueSkill  
by Staff [08.15.19]
In this 2017 GDC talk, Twitch's Mario Izquierdo exposes the math behind standardized ranking systems like Elo and TrueSkill to help you develop your own ranking system.
Design, Programming, Social/Online, Video, Vault

What Does it Mean to Be a Sustainable Game Studio?  
by Josh Bycer [08.16.19]
The Recent announcement of the closure of Defiant Development frames today's post talking about one of the hardest aspects of being in the game industry -- figuring out how to stay afloat in the industry.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

How Prey Mooncrash Gave us a AAA RogueLike  
by Josh Bycer [08.16.19]
After finally playing Prey Mooncrash, I wanted to share my thoughts on how it became the first AAA roguelike we've seen; for better and worse.
Design, Console/PC, Indie

Bits and Pieces of Suffering: Creating Ancient Greek Punishments in Bitsy  
by Pippin Barr [08.15.19]
Reflections on translating the continuing series of Ancient Greek Punishment games into the Bitsy game engine, with a particular focus on the challenges of using a highly accessible and limited tool to express the core ideas present in the myths.
Design, Indie

Steam's 'Follower' counts - hidden in plain sight.  
by Simon Carless [08.14.19]
In the interests of focusing on one particular part of game discoverability, I’d like to concentrate this piece on one particular hidden gem of a statistic - Steam’s follower count.
Business/Marketing, Design, Console/PC

Pathologic 2 Mindmap: a Questlog People Actually Read 5
by Oleg Nesterenko [08.14.19]
In narrative-driven games, how much of the story informs the gameplay? How much of your writing translates into mechanics and interfaces? The makers of Pathologic 2 reinvent questlogs and codexes so that all aspects of your game are relevant to the story.
Design, Art, Console/PC, Indie

How to Make a Casual Mobile Game: Uprising - Project Structure  
by Pavel Shylenok [08.14.19]
While it is absolutely impossible to describe all technical decisions made in the project in the scope of a single article, we’ll try to outline a generic approach that you could possibly use to some extent in your projects.
Design, Programming, Production, Serious, Indie

Wargaming Sydney — Sydney, New South Wales, Australia
Lead Game Designer

Street Smarts VR — San Antonio, Texas, United States
Senior Producer/Game Designer

The Walt Disney Company — Glendale, California, United States
Game Designer, Creative Development

Cold Iron Studios — San Jose, California, United States
Senior World Builder

Cold Iron Studios — San Jose, California, United States
Senior Content Designer

iGotcha Studios — Stockholm, Sweden
Senior Game Designer

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

Hi-Rez Studios — Brighton, England, United Kingdom
Unannounced Game - QA Analyst