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October 22, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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Common problems when translating games into Japanese
by Clyde Mandelin [10.22.18]
A game dev friend of mine recently hired a translation agency to translate his latest game into Japanese. I skimmed through it to make sure everything was okay… and it turned out to be a sheer disaster.
Production, Console/PC

Report: Significant layoffs at Trion Worlds following acquisition by Gamigo 1
by Alissa McAloon [10.22.18]
According to a source close to the matter, only around 25 developers across both of Trion Worlds' two studios have been given the choice of remaining with the company.
Business/Marketing, Console/PC

Don't Miss: Double Fine's postmortem of Brutal Legend 23
by Staff [10.16.18]
In this classic postmortem, Double Fine outlines the production of its rock god epic Brütal Legend, taking in everything from legal troubles with Activision to nitty-gritty tool development details.
Design, Programming, Production, Console/PC

Blog: Designing the boss battles in Shovel Knight- Part 3  
by Gamasutra Community [10.19.18]
In the third and final batch of exclusive material from David L. Craddock's 'Shovel Knight' book, the author discusses how developer Yacht Club Games designed the Tinker Knight boss battle.
Design, Production, Console/PC

Splash Damage ends Dirty Bomb live development  
by Alissa McAloon [10.19.18]
According to a post from the company, Dirty Bomb looks to be another case of a live game with costs that started to outweigh its income, an unfortunate inevitability for most live free-to-play games.  
Console/PC, Social/Online

Games as a service drives huge market value spike for EA, Activision  
by Chris Kerr [10.19.18]
The combined market value of U.S. publishers EA and Activision has grown by $79 billion since 2012, largely thanks to the success of the games-as-a-service model.
Business/Marketing, Design, Console/PC

Secretly console first: A better approach to multi-platform game UI design
by David Sinclair [10.18.18]
This article is aimed at UI minded folks working on AAA/AA games with a view to helping them to avoid creating problems for themselves while still providing a great player experience.
Design, Console/PC

Rockstar Games clocks the average employee's workweek at 42-45 hours  
by Alissa McAloon [10.18.18]
Rockstar Games shared employees’ self-reported hours spanning from January to September of this year in the wake of outcry over crunch.
Production, Console/PC



I did everything "wrong": A first-timer's indie game Kickstarter pre-mortem  
by Patric Fallon [10.22.18]
When crowdfunding a game, there's practically a formula for success. But few first-time creators can follow the formula with limited time, money, and energy. Should aspiring game devs who deviate from those guidelines not bother trying to run a campaign?
Business/Marketing Production Console/PC Indie

Combat Evolved: The Encounter Design of Halo 3  
by Tommy Thompson [10.22.18]
I explain how Halo 3 managed to have so many AI characters on screen at once.
Design Programming Console/PC

Batman: Arkham Design Analysis (Part 2)  
by Stanislav Costiuc [10.22.18]
Excerpts focused on design analysis from my video analysis/review series of the Arkham series.
Design Console/PC

Level Design Tips and Tricks  
by Tom Pugh [10.22.18]
A selection of tips and tricks for Level Design development.
Design Production Art Console/PC Serious Indie

Historians discuss Assassin's Creed Odyssey 1
by Bob Whitaker [10.22.18]
Historian Bob Whitaker talks with Dr. Kate Cook about Assassin's Creed Odyssey. Topics include the Peloponnesian War, life in Athens and Sparta, women in ancient Greece, and the importance of the arts and artists in Athenian society.
Console/PC Serious


Remedy Entertainment — Espoo, Finland
[10.22.18]
Gameplay Designer


Remedy Entertainment — Espoo, Finland
[10.22.18]
Senior Environment Artist


Remedy Entertainment — Espoo, Finland
[10.22.18]
Senior Gameplay Programmer


YAGER Development GmbH — Berlin, Germany
[10.22.18]
Senior Game Designer (f/m)
We are currently seeking a talented and experienced Game Designer for our newly announced project The Cycle.

YAGER Development GmbH — Berlin, Germany
[10.22.18]
Lead Backend Engineer (f/m)
As a Lead Backend Engineer at YAGER you will work on The Cycle (www.thecycle.game), an awesome and exciting match-based FPS with an international team of highly experienced and talented developers that are passionate about their work.

YAGER Development GmbH — Berlin, Germany
[10.22.18]
Senior Dev Ops Engineer (f/m)
As a Senior Dev Ops Engineer at YAGER you will work on The Cycle (www.thecycle.game), an awesome and exciting match-based FPS with an international team of highly experienced and talented developers that are passionate about their work.

Deep Silver Volition — Champaign, Illinois, United States
[10.19.18]
Senior Programmer


Cold Iron Studios — San Jose, California, United States
[10.18.18]
Console Gameplay Engineer
Cold Iron is seeking an experienced Console Gameplay Engineer to join our world class team on our next AAA title for consoles and PC! Are you a passionate game developer? Is making an awesome game the thing that gets you out of bed in the morning? We’re sure you’re amazing in your field, but do you see perfecting your skills as the means to making the best experiences possible? Great, we want to hear from you!

Cold Iron Studios — San Jose, California, United States
[10.18.18]
Site Reliability Engineer
Cold Iron is seeking an experienced Site Reliability Engineer to join us in creating a shooter set in the Alien universe for consoles and PC!

Cold Iron Studios — San Jose, California, United States
[10.18.18]
Infrastructure Engineer
Cold Iron is seeking an experienced Infrastructure Engineer to join us in creating a shooter set in the Alien universe for consoles and PC!