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November 15, 2019
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How Mario 64 inspired that horrible goose's moveset  
by Aron Garst [11.15.19]
Untitled Goose Game designer Nico Disseldorp explains how Mario 64's broad moveset inspired the waddling charm of the titular goose.
Design, Console/PC, Indie

Tim Cain and Leonard Boyarsky's design lessons from The Outer Worlds 2
by Bryant Francis [11.14.19]
Tim Cain and Leonard Boyarsky, co-directors on The Outer Worlds share some lessons they learned making their far-out space western RPG.
Design, Console/PC

Net game sales up 117% at THQ Nordic parent Embracer Group  
by Alissa McAloon [11.14.19]
Embracer Group, the entity previously known as THQ Nordic AB and parent of the publisher THQ Nordic, saw net sales for its game group jump 117 percent for the quarter ending September 30.
Business/Marketing, Console/PC

Rune II publisher Ragnarok 'shocked' by closure of dev Human Head Studios  
by Chris Kerr [11.14.19]
Rune II publisher Ragnarok Game has expressed surprise at the closure of developer Human Head Studios, which came just a day after the title launched.
Business/Marketing, Console/PC

Google plans to roll out Stadia features weekly after a barebones Nov. 19 launch 1
by Alissa McAloon [11.13.19]
"We always start with nailing the key user-journey and then proceed with releasing extra features. YouTube started with 'watch video'. For Stadia it's 'Play the Game on your biggest screen.'"
Console/PC, Social/Online

Steam search suggestions & premium positioning 2
by Gamasutra staff [11.13.19]
This time out, I thought it would be interesting to look - incredibly specifically - at Steam search suggestions. That is, the games that pop up when you start typing in things in Steam search.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Nintendo: While nostalgia has appeal, remakes need to offer new game experiences 1
by Alissa McAloon [11.13.19]
Nintendo president Shuntaro Furukawa says that even remakes of classic titles should bring something new and fresh to the table.
Console/PC

Rock, paper, scissors design in JRPGs  
by John Harris [11.13.19]
This is an excerpt chapter from the book Level Up: A JRPG Creator's Handbook, available in the current Storybundle, about using non-transitive character and monster powers to design interesting encounters.
Design, Console/PC



Genre Viability on Steam and Other Trends - An Analysis Using Review Count  
by Danny Weinbaum [11.15.19]
Does genre affect your success odds? Using a database of review count-based revenue projections, we dive deep into sales trends on Steam. We look at which tags sell the best, as well as sales trends in release date and review score.
Business/Marketing Console/PC Indie

Steam search suggestions & premium positioning 2
by Simon Carless [11.13.19]
This time out, I thought it would be interesting to look - incredibly specifically - at Steam search suggestions. That is, the games that pop up when you start typing in things in Steam search.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design VR

Unity: Your Scene Hierarchy is Robbing you Performance 5
by Ruben Torres Bonet [11.12.19]
You've optimized all of the low-hanging fruits of your game. Except that you didn't. You missed a sneaky, non-so-obvious spot: optimizing your Unity Scene Hierarchy.
Programming Console/PC Indie Smartphone/Tablet VR

Composing Iconic Theme Music for The Dark Eye video game  
by Winifred Phillips [11.11.19]
Composer Winifred Phillips shares her creative process in composing the iconic main theme for one of her most recent projects, The Dark Eye: Book of Heroes. In-depth structural analysis of the theme music composition is included.
Audio Business/Marketing Design Production Console/PC Indie

Third Person Camera View in Games - a record of the most common problems in modern games, solutions taken from new and retro games  
by Andreas Buehler [11.11.19]
The amount of thought and work that goes into game cameras is often underestimated. In this article, you can find out about the common problems found in today's third person games and what kind of solutions are available to counteract those issues.
Design Console/PC Indie


Wargaming Sydney — Sydney, New South Wales, Australia
[11.14.19]
Senior C++ Engineer (Gameplay Programmer)


Wargaming Sydney — Sydney, New South Wales, Australia
[11.14.19]
Gameplay Programmer, C++ - Vehicle Physics


Wargaming Sydney — Sydney, New South Wales, Australia
[11.14.19]
Software Engineer (Automation)


Wargaming Sydney — Sydney, New South Wales, Australia
[11.14.19]
UI Programmer


Sanzaru Games Inc. — Dublin, California, United States
[11.14.19]
Rendering Core Technology Engineer
Sanzaru Games Inc. has an immediate Rendering Engineer position working on virtual reality, next generation console, and PC games. Only developers who want to craft immersive experiences, bring artists vision to life, and push the technical boundaries on the most demanding platforms should apply.

Sanzaru Games Inc. — Dublin, California, United States
[11.14.19]
Junior Gameplay Engineer
Sanzaru Games Inc. has an immediate Junior Gameplay Engineer position working on virtual reality, next generation console, and PC games. Only developers who want to craft immersive experiences and bring gameplay to life should apply.

Embodied Inc. — Pasadena, California, United States
[11.13.19]
QA Tester


Insomniac Games — Burbank CA or Durham NC, California, United States
[11.13.19]
Mid to Senior Engine Programmer (Tools)
Mid to Senior Engine Programmer (Tools)

Insomniac Games — BURBANK, California, United States
[11.13.19]
Character TD (Rigger)
Insomniac Games is looking for a Character TD/Rigger in CA

Free Range Games — Sausalito, California, United States
[11.13.19]
Senior Engineer (Unreal)