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June 26, 2019
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Building interesting emergence in Dying Light 2 1
by Bryant Francis [06.25.19]
Lead game designer Tymone Smektala explains how a 50 percent completion rate for Dying Light has helped push Techland into making an emergent, choice-driven sequel.
Design, Console/PC, E3, Video

Valve launches VR Portal spinoff Aperture Hand Lab  
by Alissa McAloon [06.25.19]
Valve has launched Aperture Hand Lab, a VR-based spinoff of the Portal series intended to teach VR newbies the ins-and-outs of the Index’s offerings.
Console/PC

Tel Aviv is now home to Nintendo's second official store  
by Alissa McAloon [06.25.19]
Nintendo has opened up its second official Nintendo Store, this time in a shopping mall in Tel Aviv, Israel.
Console/PC

Video: Tips on art directing VFX for stylized games  
by Staff [06.25.19]
In this 2017 GDC talk artists from Double Fine, Epic Games, and more discuss methods for establishing the artistic pillars of your game's VFX, using specific examples from iconic games!
Design, Art, Console/PC, Indie, Video, Vault

World War Z has topped 700,000 sales on the Epic Games Store 1
by Chris Kerr [06.25.19]
Saber Interactive's co-op shooter World War Z has sold 700,000 copies on the Epic Games Store alone.
Business/Marketing, Console/PC

Sponsored: How Lord of the Rings Online cranked up store conversions  
by Xsolla [06.24.19]
Here are some best practices that, alongside a partnership with Xsolla, helped Lord of the Rings Online developer Standing Stone Games level up their store conversions and prevent fraud.
Business/Marketing, Console/PC, Social/Online

Humble has raised $150M for charity through bundles and storefront  
by Chris Kerr [06.25.19]
Humble has raised $150 million for charity since launching its pay-what-you-like game bundles back in 2010.
Business/Marketing, Console/PC

How id built Wolfenstein 3D using Commander Keen tech 2
by Fabien Sanglard [06.24.19]
This chapter of Fabien Sanglard's "Game Engine Black Book: Wolfenstein 3D" tells the origin story of id Software's first breakout FPS, and how it was built atop the success and tech of Commander Keen.
Programming, Production, Console/PC, History



Charting Through Pacing of Uncharted 2. Part 1 - Pacing Principles  
by Stanislav Costiuc [06.25.19]
Uncharted 2 has some of the most exceptional pacing in action/adventure video games. Let's take a look at what that means and how the game achieves it.
Design Console/PC

The Difficulty Dilemma Part 2  
by Caleb Compton [06.24.19]
Last week I looked at whether modern games were too easy, and some of the considerations designers should keep in mind regarding adding difficulty options. This week I am going to look at different ways to add difficulty to your game, and some to avoid.
Design Console/PC Serious

Expanding Midgar – Simple Solutions for Satisfying Postgame Content  
by Joshua Hallaran [06.24.19]
Using Final Fantasy VII Remake as a framework for discussion, this post examines some of the ways developers can add value to their RPG beyond the core narrative! Consider simple ideas that can be applied when designing your own endgame/postgame content.
Design Console/PC Indie

Video Game Deep Cuts: My Friend Pedro's Elite Beat Agent  
by Simon Carless [06.22.19]
This week's roundup includes a look at breakout indie action game My Friend Pedro, a much-deserved history of the excellent Elite Beat Agents series, on Mordhau's surprisingly hot debut & classic interviews/retrospectives around Tetris & Sam and Max.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR

Consoles are resilient for now, but cloud gaming will create new dynamics and competition 1
by Matthew Bailey [06.21.19]
Senior Analyst Matthew Bailey shares insights from Ovum’s latest Game Console Device Forecast - analyzing key trends shaping the future of the home game console market.
Business/Marketing Console/PC


Yacht Club Games — Marina del Rey, California, United States
[06.25.19]
Marketing / Community Manager


Behaviour Interactive — Montreal, Quebec, Canada
[06.25.19]
Senior Game Designer


Disbelief — Chicago, Illinois, United States
[06.25.19]
Junior Programmer, Chicago
Junior Programmer

Disbelief — Chicago, Illinois, United States
[06.25.19]
Senior Programmer, Chicago
Senior Programmer

Electronic Arts — Madrid, Spain
[06.25.19]
EA Sports Madrid - UI Software Engineer
The UI Software Engineer will be focused on UI and Feature programming for multiple game modes for the NBA LIVE/Madden franchises.

Disbelief — Cambridge, Massachusetts, United States
[06.24.19]
Senior Programmer, Cambridge, MA
Senior Programmer

Insomniac Games — Burbank, California, United States
[06.21.19]
User Experience Researcher
User Experience Researcher responsible for assisting in designing and conducting user experience research studies.

Square Enix Co., Ltd. — Tokyo, Japan
[06.20.19]
Experienced Game Developer


Pipeworks, Inc — Eugene, Oregon, United States
[06.20.19]
Engineer III - Serious Games


Pipeworks, Inc — Eugene, Oregon, United States
[06.20.19]
C++ Engineer