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August 17, 2019
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Steam's 'Follower' counts: A discoverability gem hidden in plain sight  
by Gamasutra Community [08.16.19]
GDC's Simon Carless zeroes in on one particular part of game discoverability: one particular hidden gem of a statistic - Steam's follower counts.
Business/Marketing, Console/PC, Indie

Great game production tips with Grant Shonkwiler - GDC Podcast ep. 1  
by Kris Graft [08.15.19]
Grant Shonkwiler is a rising star of video game production, having worked on games including Doom, Wolfenstein: The New Order, and Fortnite. He recently joined Gamasutra editor-in-chief Kris Graft and news editor Alissa McAloon on the newly-minted GDC Podcast.
Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, Podcast

Superhot Team aims to support 'weird but smart' devs with new indie fund  
by Alissa McAloon [08.15.19]
"We want to help enable a few more properly independent studios exist in the world," says the team. "Weird but smart money to weird but smart developers."
Business/Marketing, Indie

How moving from 2D to 3D shaped the design of Risk of Rain 2 1
by John Harris [08.14.19]
Risk of Rain 2 developer Hopoo Games opens up about the process of taking its acclaimed 2D roguelike into 3D, and what it takes to build a great roguelike with a small team.
Indie

Video: Great game audio choreography for battle design  
by Staff [08.16.19]
In this 2017 GDC session, veteran voice director Khris Brown discusses how to approach to improving fight mechanic audio design while the player is in the heat of battle.
Audio, Console/PC, Indie, Video, Vault

Don't Miss: How enemy AI works in Dicey Dungeons 4
by Terry Cavanagh [08.15.19]
A detailed write up how the new Enemy AI works in my game, Dicey Dungeons! I tried to write it in a "popular science" style that's hopefully of interest to everyone, not just programmers.
Design, Programming, Indie

Video: Achieving high-quality, low-cost skin textures in games  
by Staff [08.14.19]
In this 2017 GDC talk, Square Enix's Adelle Bueno presents a workflow for character skin detail texturing that allows for affordable, detailed representation of a variety of unique pore types!
Art, Console/PC, Indie, Video, Vault

The IGF 2020 call for judges is now open!  
by Staff [08.13.19]
IGF organizers seek new game developers, journalists and academics to be a part of the judging body for this competition, so if you think you'd be a good fit, apply before September 3rd!
Business/Marketing, Indie, IGF



What Does it Mean to Be a Sustainable Game Studio?  
by Josh Bycer [08.16.19]
The Recent announcement of the closure of Defiant Development frames today's post talking about one of the hardest aspects of being in the game industry -- figuring out how to stay afloat in the industry.
Business/Marketing Design Production Console/PC Serious Indie Social/Online Smartphone/Tablet VR

Changing The Ending  
by William Volk [08.16.19]
Getting back into Indie-Games after decades with The Climate Trail
Business/Marketing Indie

How Prey Mooncrash Gave us a AAA RogueLike  
by Josh Bycer [08.16.19]
After finally playing Prey Mooncrash, I wanted to share my thoughts on how it became the first AAA roguelike we've seen; for better and worse.
Design Console/PC Indie

Bits and Pieces of Suffering: Creating Ancient Greek Punishments in Bitsy  
by Pippin Barr [08.15.19]
Reflections on translating the continuing series of Ancient Greek Punishment games into the Bitsy game engine, with a particular focus on the challenges of using a highly accessible and limited tool to express the core ideas present in the myths.
Design Indie

Pathologic 2 Mindmap: a Questlog People Actually Read 5
by Oleg Nesterenko [08.14.19]
In narrative-driven games, how much of the story informs the gameplay? How much of your writing translates into mechanics and interfaces? The makers of Pathologic 2 reinvent questlogs and codexes so that all aspects of your game are relevant to the story.
Design Art Console/PC Indie


iGotcha Studios — Stockholm, Sweden
[08.15.19]
(Senior) Unity Developer


iGotcha Studios — Stockholm, Sweden
[08.13.19]
Senior Game Designer


Red Lens Games, Inc. — Redmond, Washington, United States
[08.13.19]
Senior Programmer
Senior Programmer

iGotcha Studios — Stockholm, Sweden
[08.12.19]
Mid - Senior Producer


HB Studios — Lunenburg/Halifax, Nova Scotia, Canada
[08.12.19]
Experienced Software Engineer
Software Engineer

Mobile Casino Game Studio — Las Vegas, Nevada, United States
[07.30.19]
Casino Game Developer