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June 20, 2019
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Live, die, repeat: How Outer Wilds piques curiosity in an ambivalent solar system 1
by Kris Graft [06.18.19]
Outer Wilds is a game whose universe makes you feel small - like a cog in a gargantuan wind-up clock. It's a universe that's ambivalent to your existence; one that shrugs at your presence and absence alike.
Design, Indie, Video

Video: Using email lists for fun, profit, and building your own fan club  
by Staff [06.19.19]
In this 2019 GDC talk, game developer Chris Zukowski explains how to level up your email list, and why a well-run email list can be 5-10 times more effective than Twitter or Facebook!
Business/Marketing, Console/PC, Indie, Video, Vault

Don't Miss: Rethinking the RPG to make it fun to be the bad guy in Tyranny 2
by Staff [06.18.19]
"You may sell the player with a 'you get to be an evil bully' promise, but for there to be a source of conflict, there needs to be a mountain of bigger bullies to climb and strive against."
Design, Console/PC, Indie

Video: How the 'indiepocalypse' changed the shape of indie success  
by Staff [06.17.19]
In this 2019 GDC talk, indie dev Jason Rohrer digs into some data behind the 2014-2018 'indiepocalypse' to help indies figure out how not to waste 4 years of their life on the next high-profile flop.
Business/Marketing, Indie, Video, Vault

Video Game Deep Cuts: E3, E3, E3 (and some Non-E3!)  
by Gamasutra Staff [06.14.19]
This week's roundup is E3-packed, including discussion of best games, Nintendo, the PC Gaming Show, Microsoft's xCloud vs Google Stadia (or not!), as well as another 10+ links that aren't about E3 at all.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video: 9 takeaways of Duelyst's journey from tabletop to digital game  
by Staff [06.14.19]
In this 2017 GDC talk, Counterplay Games' Eric Lang & Keith Lee reflect on the development of Duelyst, share lessons learned and explain how it went from a boardgame prototype to a digital card game.
Design, Console/PC, Indie, Video, Vault

Video: 5 more game design techniques from rather clever devs  
by Staff [06.13.19]
In this 2018 GDC talk game designers Richard Rouse III, Erin Hoffman-John, Soren Johnson, Raph Koster, Josh Sawyer, and Stone Librande share unique game design rules they've used in their work.
Design, Console/PC, Indie, Video, Vault

Video: How cheating and making player life easier helped Dead Cells shine  
by Staff [06.12.19]
In this 2019 GDC talk, Motion Twin's Sebastien Benard provides a closer look at how cheating and making player life easier actually made Dead Cells a hardcore game without the rage-quitting.
Design, Indie, Video, Vault



Unexplored 2 Dev Blog: Tiles to Curves  
by Joris Dormans [06.19.19]
For Unexplored 2: The Wayfarer's Legacy we translate generated tile data into natural looking level geometry. Here's how we do it.
Design Programming Console/PC Indie

A Guide to DIY Market Research for Indie Developers  
by Damien Yoccoz [06.18.19]
There are plenty of free resources available online for indie studios that can’t afford to hire a professional market research team and need some DIY guidance. Follow the guide!
Business/Marketing Console/PC Indie Social/Online Smartphone/Tablet VR

The Importance of Definitions in Game Design 2
by Louis McTague [06.17.19]
The games industry is notorious for overloading arbitrary terms in game development, making it very confusing to communicate with others. This post will show you how defining terms in the context of your game can facilitate communication among designers.
Design Console/PC Serious Indie Social/Online Smartphone/Tablet VR

Grasping the Client-to-Cloud Revolution 1
by Neil Schneider [06.17.19]
Google Stadia, XBOX's Project xCloud, Bethesda's Orion technology, and more are just scratching the surface of what's to come. Neil Schneider, Executive Director of TIFCA, shares his insights on where things are heading in the future computing world.
Business/Marketing Programming Production Console/PC Serious Indie Smartphone/Tablet VR

Originality and Choice: Design Insights We Learned at Dreamhack Dallas 2019 2
by Ross Przybylski [06.17.19]
Here's an in-depth look at our budget, detailed session data, and our unexpected discovery of how originality and choice influence player perception that we learned showcasing Summoners Fate at Dreamhack Dallas 2019.
Business/Marketing Design Indie


Insomniac Games — Burbank, California, United States
[06.19.19]
Lead Material Artist
Insomniac Games - Lead Material Artist

Gear Inc. — Hanoi, Vietnam
[06.18.19]
Mobile Games Tools Producer


Behaviour Interactive — Montreal, Quebec, Canada
[06.18.19]
Senior Game Designer


Sweetvine Systems — Santa Clara, California, United States
[06.17.19]
Art Manager


Gear Inc. — Hanoi, Vietnam
[06.15.19]
Technical Director


Legends of Learning — Washington, DC, District of Columbia, United States
[06.14.19]
Senior Unity Engineer - $140k - Remote OK
Senior Unity Engineer - $140k - Remote OK

Insomniac Games — Burbank, California, United States
[06.14.19]
User Experience Researcher
User Experience Researcher responsible for assisting in designing and conducting user experience research studies.

Brace Yourself Games — Vancouver, British Columbia, Canada
[06.13.19]
VFX ARTIST


No Goblin — Remote OK!, Washington, United States
[05.28.19]
Gameplay Programmer


Cold War Game Studios, Inc. — Remote, California, United States
[05.21.19]
Level / Encounter Designer