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April 22, 2019
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Behind Dawn of Man's style of 'ant colony' city-building 1
by John Harris [04.22.19]
Dawn of Man sped to the top of the Steam charts last month with its compelling style of simulation and city building. We got with Martiño Figueroa of developer Madruga Works to find out more about the game's development and design.
Design, Production, Console/PC, Indie

Over half of PUBG Corp's 2018 revenue came from Asia  
by Alissa McAloon [04.22.19]
PUBG Corp saw $920 million in revenue for 2018, most of which came from the PC version of its multiplatform game PlayerUnknown's Battlegrounds.
Console/PC, Smartphone/Tablet

Take me to the hole: Loss and triumph in Astroneer  
by Katherine Cross [04.19.19]
It wasn't until columnist Katherine Cross fell into a hole that she truly understood the genius of Astroneer.
Design, Console/PC, Indie

The imperfect science of Falcon Age's baby bird-based social media marketing  
by Bryant Francis [04.19.19]
Outerloop Games co-founder Chandana "Eka" Ekanayake talks about the baby bird that won Twitter's heart, and also a bit about Disneyland-like level design in Falcon Age.
Design, Console/PC

China's game approval rules will soon apply to HTML5 and WeChat mini-games  
by Staff [04.19.19]
China's game approval process has undergone a lot of change in the past year or so, including a full-on freeze for most of 2018, but more changes are set to hit the program this month.
Console/PC, Social/Online, Smartphone/Tablet

Lights in the dark: How Ashen's design sets it apart from other 'Soulslikes'  
by Cian Maher [04.18.19]
Creative director Derek Bradley opens up about the design of A44's remarkable Soulslike Ashen, and discusses how subtle art and design choices set it apart from the bleak worlds of From Software.
Design, Console/PC, Indie, Social/Online, Video

Street Fighter II designer walks through the creation of the game's stranger fighters  
by Alissa McAloon [04.19.19]
Akira Yasuda talks about how some of the more unusual Street Fighter characters were born out of an unspoken rule that encouraged them to push the boundaries of their designs.
Design, Console/PC

Gearbox CEO: Both devs and players benefit from Epic and Steam competition 32
by Alissa McAloon [04.18.19]
"At the end of the day when we look back at this moment, we’ll realize that this was the moment where the digital stores on PC became unmonopolized."
Console/PC



Evolving Difficulty Modes in Survival Horror - Resident Evil 2  
by Bryan Cheah [04.22.19]
What can Hardcore Mode in Resident Evil 2 offer beyond tougher enemies and scarcer bullets? A look at how content-based difficulty rewards survival horror fans.
Design Console/PC

Kliuless #32: Battle Royale Bans Spread  
by Kenneth Liu [04.22.19]
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Business/Marketing Design Production Console/PC Serious Social/Online Smartphone/Tablet

Postmortem: Skirmish Line  
by Tony Hua [04.21.19]
Roughly 3 years in the making, Skirmish Line was a first project, indie "success" story. Here's what I've learned making my first game, and how new and old indies can get some pointers for their own projects.
Audio Business/Marketing Design Programming Production Art Console/PC Indie

Video Game Deep Cuts: The Panzer At Heaven's Vault  
by Simon Carless [04.21.19]
This week's roundup includes a classic postmortem of Sega's seminal Panzer Dragoon series, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games, the return of D&D, and much more besides.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR

How to Make Catchy Collectibles  
by Josh Bycer [04.19.19]
Collectibles have been a longstanding way of keeping players distracted, and I'm going to go over some of the important points when it comes to making them an effective time killer.
Design Console/PC Indie


Sucker Punch Productions — Bellevue, Washington, United States
[04.19.19]
Narrative Writer


Rockstar Games — Edinburgh, Scotland, United Kingdom
[04.19.19]
Facial Animator
Rockstar Games is on the lookout for a talented Animator who possesses a passion for facial animation.

Insomniac Games — Burbank CA or Durham NC, California, United States
[04.19.19]
Sr. Engine Programmer
Sr. Engine Programmer

Insomniac Games — Burbank CA or Durham NC, California, United States
[04.19.19]
Mid to Senior Engine Programmer (Tools)
Mid to Senior Engine Programmer (Tools)

Insomniac Games — Burbank, California, United States
[04.19.19]
Lead Character TD
Insomniac Games is looking for a Lead Character TD in Burbank, CA

Deep Silver Volition — Champaign, Illinois, United States
[04.19.19]
Lighting Artist


Remedy Entertainment — Espoo, Finland
[04.19.19]
Software Developer for DevOps


Remedy Entertainment — Espoo, Finland
[04.19.19]
Senior Concept Artist (Environment)


Remedy Entertainment — Espoo, Finland
[04.19.19]
Technical Producer


Paradox Tectonic — Berkeley, California, United States
[04.18.19]
Senior PC/Console Graphics Programmer
Senior PC/Console Graphics Programmer