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March 4, 2021
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Which genre should your next PC game be in?  
by Gamasutra Staff [03.03.21]
We take a look at how Steam’s tag system allows us to do broad trend analysis on games, and some of the most attractive Steam genres out there.
Business/Marketing, Design, Production, Console/PC, Indie

Don't Miss: Designing The Legend of Zelda: Breath of the Wild's unconventional mechanics  
by Staff [03.03.21]
Some of the lead developers on Nintendo's The Legend of Zelda: Breath of the Wild talk earnestly about how (and why) they designed the game's convention-breaking systems and mechanics.
Design, Console/PC

Get to know Swapcard, the platform powering GDC Showcase  
by Staff [03.03.21]
Take a closer look at Swapcard, the platform used for hosting GDC Showcase later this month!
Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet, GDC

Quiz Sucker Punch co-founder Brian Fleming about Ghost of Tsushima at GDC Showcase  
by Staff [03.03.21]
Sucker Punch co-founder and Ghost of Tsushima producer Brian Fleming will be doing an Ask-Me-Anything session at GDC Showcase!
Design, Console/PC, GDC

Don't Miss: Designing for seasons in bumbling platform royale Fall Guys  
by Chris Kerr [03.02.21]
"With Fall Guys, one thing that's fun is that we actually want inconsistent difficulty between stages -- we want players to have that 'oh shit' moment when Slime Climb turns up."
Design, Indie, Social/Online

Learn how to ignite a loyal fandom for your game at GDC Showcase  
by Staff [03.02.21]
Learn how the Monster Prom developers ignited their passionate fanbase at GDC Showcase!
Design, Console/PC


Which genre should your next PC game be in?  
by Simon Carless [03.03.21]
We take a look at how Steam’s tag system allows us to do broad trend analysis on games, and some of the most attractive Steam genres out there.
Business/Marketing, Design, Production, Console/PC, Indie

How do you fund that game prototype?  
by Simon Carless [03.01.21]
One of the biggest issues in game funding now is - how on Earth do you get your prototype funded? Can’t do game discovery if you don’t have a game. We look into it!
Design, Console/PC, Indie

Ranking and Revisiting Resident Evil  
by Josh Bycer [02.26.21]
Writing my fourth book on horror gave me the chance to revisit the entire Resident Evil franchise, and in today's post, I wanted to try and rank them in terms of horror design.
Design, Console/PC, Indie

Have it your way: a case for sub-factions in strategy games 1
by Brandon Casteel [02.25.21]
I see sub-factions as a very useful tool to allow players to identify with a specific play style. They're a way to provide players an opportunity to personalize their play experience and to create expandable content for a game.
Design

Deep dive: how Steam followers and wishlists relate  
by Simon Carless [02.24.21]
How do Steam followers (the folks who follow news on your Steam page) related to your pre-release Steam wishlists? We have full survey results here for your delectation.
Business/Marketing, Design, Production, Console/PC, Indie

Companions & Creating Player Bonds 2
by Natalie Mikkelson [02.24.21]
A short look at companion characters in non-linear games: How can we make them shine with limited spotlight? What are the key ingredients that make us feel so attached to these characters?
Design, Serious, Indie


Airship Syndicate — Austin, Texas, United States
[03.03.21]
Gameplay Event Designer


Airship Syndicate — Austin, Texas, United States
[03.03.21]
Combat Designer


Airship Syndicate — Austin, Texas, United States
[03.03.21]
Gameplay Programmer


Airship Syndicate — Austin, Texas, United States
[03.03.21]
Senior Gameplay Programmer


Insomniac Games — Burbank, California, United States
[03.03.21]
Senior Designer
Insomniac Games - Sr. Designer

innogames — Hamburg, Germany
[03.03.21]
PHP Game Developer - Grepolis


innogames — Hamburg, Germany
[03.03.21]
Browser Frontend Developer - Video Game: Forge of Empires


Bit Fry Game Studios — Portsmouth, New Hampshire, United States
[03.02.21]
Senior Character Artist
Bit Fry Game Studios seeks a Character Artist with production experience. This artist is a recognized expert in their field, drawing from extensive experience in the video game industry to translate the efforts of our gifted concept artists into memorable, breathtaking, stylized characters. The Character Artist will be called on to set the visual bar and match the existing art style, producing assets at the highest levels of quality and technical difficulty. 

Bit Fry Game Studios — Portsmouth, New Hampshire, United States
[03.02.21]
Lead Environment Artist
Bit Fry Game Studios seeks an Environment Artist to lead in the art department. This artist is a recognized expert in their field, drawing from extensive experience in the video game industry to bring the efforts of the Concept Art, 3D Modeling, Technical Art and Lighting teams together into memorable, breathtaking settings. The Lead Environment Artist will be called on to set the visual bar, producing assets at the highest levels of quality and difficulty.

HB Studios — Lunenburg, Nova Scotia, Canada
[03.02.21]
Senior Game Designer