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September 30, 2020
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Video: How Star Renegades borrowed the Nemesis system for a turn-based RPG  
by Staff [09.30.20]
Developers Ken Soto and Peter McLaren of Massive Damage dropped by the GDC Twitch channel to discuss the making of Star Renegades.
Design, Console/PC, Video

Don't Miss: How Insomniac built Marvel's Spider-Man to do whatever a spider can 2
by Staff [09.30.20]
Insomniac Games' Ryan Smith talks to Gamasutra about the game design foundations of Marvel's Spider-Man (and how far back in Insomniac Games history they go).
Design, Console/PC

Video: The business of fair play  
by Staff [09.30.20]
In this 2020 GDC Summer session, Riot Games' Weszt Hart breaks down how "fair play" can be a useful measuring stick for how effective a Player Dynamics team is performing at a studio.
Design, Production, Console/PC, Video

Lessons from a year of running Remnant: From the Ashes  
by Bryant Francis [09.30.20]
One year after the launch of Remnant: From the Ashes, creative director David Adams discusses what Gunfire Games has learned getting into the world of live games.
Design, Console/PC

Does your game have 'staying power'? 1
by Simon Carless [09.29.20]
This game discovery round up looks at what happens if you have a slow start, but your game is great. Can we all hold out hope and push for that Wandersong-style long tail?
Business/Marketing, Design, Production, Console/PC, Indie

Blog: Which do you need - a UX designer, game designer, or both?  
by Gamasutra Community [09.29.20]
If we talk about user experience, we are at the heart of the game and that is the domain of the game designer. So who do you need: A UX designer, a game designer, or both?
Design, Production


Has Xbox changed discoverability with its new store?  
by Simon Carless [09.30.20]
What's the new Xbox store for Xbox One - which will also roll out for Xbox Series - like? (This is a big one for the future of how people buy games on Xbox consoles.)
Business/Marketing, Design, Production, Console/PC, Indie

Putting the 'Last' in Blast Point  
by Hadar Silverman [09.28.20]
Determining how long an augmented reality game session should last using data driven game play.
Design

Does your game have 'staying power'? 1
by Simon Carless [09.28.20]
This game discovery round up looks at what happens if you have a slow start, but your game is great. Can we all hold out hope and push for that Wandersong-style long tail?
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

Detective Game Design: Puzzles vs. Story (Lacuna Devlog)  
by Julian Colbus [09.28.20]
Our first devlog is an extensive writeup of research and experimentation around the question what makes a good detective game, and how exactly we went about integrating detective gameplay mechanics into our story-driven adventure game.
Design, Console/PC, Indie

Generation 6 - Evolution of Pokemon Designs  
by Caleb Compton [09.28.20]
We are finally back with the Evolution of Pokemon Designs series, this time focusing on Generation 6. As always we look at the designs of these Pokemon to see common themes and trends among them, and stylistic changes from previous generations.
Design, Console/PC

Amazon's Luna, what's on the Steam front page, more  
by Simon Carless [09.25.20]
All kinds of the latest game discoverability/platform news - from Amazon Luna analysis to front-page Steam explanations and more.
Business/Marketing, Design, Production, Console/PC, Indie


Airship Syndicate — Austin, Texas, United States
[09.29.20]
Mid to Senior Worldbuilder - Unreal Engine
Mid to Senior Worldbuilder - Unreal Engine

Airship Syndicate — Austin, Texas, United States
[09.29.20]
Senior VFX Artist
Senior VFX Artist

Remedy Entertainment — Espoo, Finland
[09.25.20]
Senior Cinematic Scripter


Deep Silver Volition — Champaign, Illinois, United States
[09.24.20]
Senior Technical Designer


Insomniac Games — Burbank, California, United States
[09.24.20]
Lead Level Designer
Insomniac Games - Lead Level Designer