Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 25, 2021
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Get a job: Yacht Club Games needs a Mid-Senior Game Designer  
by Staff [06.16.21]
Yacht Club Games is looking for a talented mid- to senior-level game designer to join our game team. We are looking for candidates eager to build great games along with us!
Console/PC, Design, Recruitment

Andrew Day stepping down as CEO of game service provider Keywords  
by Chris Kerr [06.16.21]
Keywords CEO Andrew Day is stepping down with immediate effect following a health scare earlier this year.
Programming, Design, Production, Business/Marketing

Get a job: Ori dev Moon Studios seeks a Senior Designer  
by Staff [06.15.21]
Moon Studios - award-winning creators of Ori and the Blind Forest and Ori and the Will of the Wisps - is looking for Senior Game Designers.
Design, Recruitment

BAFTA YGD 2021 to honor young devs working in Unity, Unreal, Dreams, and more  
by Chris Kerr [06.15.21]
The YGD Awards are organised by BAFTA to celebrate and spotlight some of the best and brightest emerging talent in the UK games industry.
Programming, Art, Design, Production

Blog: A GDC Summer AMA about being a video game music composer  
by Gamasutra Community [06.15.21]
Leading up to her lecture during the upcoming GDC 2021 event, composer Winifred Phillips offers highlights from her Ask-Me-Anything session from GDC Summer.
Audio, Design, Production

E3 showcases - what discovery boost do they really give? 1
by Gamasutra Staff [06.14.21]
If your game does get in one of the E3 showcases with your game, how does the extra visibility help? And how can we quantify that? Let's check it out...
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Game studios should option the rights to game design documents 7
by Gamasutra Community [06.14.21]
The games industry should take a cue from the film industry and start optioning game design documents.
Design, Business/Marketing

Little Orpheus, Genshin Impact and more celebrated at 2021 Apple Design Awards  
by Chris Kerr [06.11.21]
A number of video games have been celebrated at the 2021 Apple Design Awards, which honor excellence in innovation, ingenuity, and technical achievement in app and game design.
Smartphone/Tablet, Design, Business/Marketing

Don't Miss: Making the colorful music wheel of Wandersong 1
by Staff [06.10.21]
Wandersong's Greg Lobanov digs into the game's intriguing color wheel of song, why he crafted an aesthetic around a 'rainbow of sound', and how he designed puzzles solvable by singing.
Console/PC, Design

Data dive: anatomy of a Steam game launch  
by Gamasutra Staff [06.10.21]
We're looking at the launch of winemaking sim Hundred Days, with real Steam numbers, alongside a whole bunch of other trends in and around game discovery.
Console/PC, Smartphone/Tablet, Indie, Design

Blog: Why the science of game design matters 6
by Gamasutra Community [06.10.21]
Today's post is a wake-up call for the industry when it comes to understanding the basic rules and structure of game design, and what can happen if you choose to ignore the "science."
Console/PC, Design

Don't Miss: Evaluating game mechanics for depth 33
by Gamasutra Community [06.09.21]
Ratchet and Skylanders designer Mike Stout writes on depth: "To me, it describes a sweet spot -- that point during a game where the player can repeatedly display his mastery of a game mechanic."
Design

Come on down for the Tools Summit Live Game Show at GDC 2021!  
by Staff [06.09.21]
Win prizes, make friends, and show off your toolmaking trivia at the first-ever Tools Summit Live Game Show.
Console/PC, Programming, Design, GDC

Blog: The methodology of keeping cross-hair design on track 2
by Gamasutra Community [06.09.21]
After the FPS became a popular game genre, the crosshair became a reliable partner for players to control shooting in game.
Console/PC, Design

Q&A: Designing the photogenic vignettes and camera play in snap-happy adventure TOEM  
by Chris Kerr [06.09.21]
"We started to look at things more from a focus on how you take photos with a real camera. Placement, for instance, is important when taking a photo. So how can we make it important in TOEM?"
Console/PC, Design, Production

Here's how closed captioning will work at GDC 2021  
by Staff [06.08.21]
Find out how closed captioning will work at the all-digital GDC 2021.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, GDC

Don't Miss: Insomniac Games' Ratchet & Clank (2016) postmortem 3
by Staff [06.08.21]
"We needed to make a big game that blew away our previous efforts. It needed to sync up with the just-getting-started film. And we needed to ship it in 10 months to line up with the movie release."
Console/PC, Programming, Art, Design, Production

Blog: How we created an space ork dating game Orkward using ink  
by Gamasutra Community [06.08.21]
In third devlog from Orkward, the space ork dating game, I'll be discussing the use of ink -- Inkle's scripting language and engine for interactive fiction
Console/PC, Design

Using ink and Unity's Timeline to make Wayward Strand 1
by Gamasutra Community [06.08.21]
Detailing the technology behind Wayward Strand -- specifically, how we've integrated the ink scripting language and Unity's Timeline.
Programming, Design, Production

Get a job: Insomniac Games is hiring a Design Manager  
by Staff [06.07.21]
Insomniac Games is searching for a Design Manager, responsible for leading of a team of designers to execute on a single project or area of focus.
Design, Recruitment