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May 22, 2019
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Making the player the AI in outer space thriller Observation  
by Diego Arguello [05.22.19]
With a not-so-subtle nod to the sci-fi masterpiece 2001: A Space Odyssey, NoCode this week embarked on its latest adventure with the launch of the brilliant horror game, Observation. We speak with creative director Jon McKellan.
Design, Indie, Video

'Herd' is the word: Developing the Pikmin-inspired The Wild at Heart  
by Aron Garst [05.17.19]
Gamasutra speaks with Moonlight Kids, who aim to expand on the ideas of Nintendo's Pikmin and add their own twist to "herd-like" game design.
Design, Console/PC, Indie

Video: Slime Rancher dev's guide to making games that stand out and survive  
by Staff [05.21.19]
In this 2019 GDC talk, Monomi Park (Slime Rancher) founder Nick Popovich explains how you can make your game stand out and survive amongst the thousands of games released every year.
Business/Marketing, Design, Production, Indie, Video, Vault

Video: Designing Path of Exile to be played forever  
by Staff [05.20.19]
In this GDC 2019 talk, Grinding Gears' Chris Wilson explains how Path of Exile is designed to retain and grow its community for the very long term.
Design, Production, Indie, Social/Online, Video, Vault

Video Game Deep Cuts: A Plague (Tale) On Minecraft Earth  
by Gamasutra Staff [05.17.19]
This week's roundup includes pieces on AR game Minecraft Earth action adventure A Plague Tale: Innocence, plus Rage 2, strategy guides, and the intrigue behind Ingress.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video: How RimWorld found success through ridiculous, contrarian design 1
by Staff [05.16.19]
In this 2017 GDC session RimWorld creator Tynan Sylvester looks at how it was designed not as a game, but as a story generator, and how its crazy, ridiculous design found surprising success.
Design, Production, Indie, Video, Vault

Don't Miss: Effectively marketing Chasm in a crowded Metroidvania market  
by Staff [05.16.19]
Dan Adelman reveals how he and the Chasm devs found success in developing and carefully marketing the Kickstarted side-scrolling RPG, which after six years launched into a sea of competition.
Business/Marketing, Indie

Epic footing the bill for some discounts in the Epic Games Store's first sale 9
by Alissa McAloon [05.16.19]
Epic has launched the Epic Games Store's first big sale event, and the company is chipping in to sweeten the pot for players without cutting into how much devs see from some sales.
Business/Marketing, Console/PC, Indie, Social/Online



Titan's Environment in 'Afterlight'. A technical Approach  
by Vic Franco [05.22.19]
"Afterlight" has a strong narrative aspect that its achieved by a carefully balanced mix of actual Titan's documentation and its creative interpretation. Here it is a technical breakdown about its lighting and environment
Programming Art Console/PC Indie

Why crunch will break the best and brightest in the industry.  
by Mark Lloyd [05.22.19]
The core problem with enforcing crunch is the effect, damage, and loss of capability in the people and teams. Creativity is at the heart of development, and it comes from the people. Smash the team, and you damage everything.
Audio Smartphone/Tablet Social/Online Indie Serious Console/PC Art Production Programming Design Business/Marketing VR

The Double-Edged Sword of Live Service Games 1
by Josh Bycer [05.22.19]
Live Service has become a goal for developers to continue to support their titles, but it presents some interesting challenges when it comes to the constant development of a game.
Design Production Console/PC Indie

Case study: How developer Gismart achieved success in China, USA and Europe with the 25M downloaded Beat Maker Go mobile game  
by Lana Meisak [05.21.19]
Lana Meisak, VP of Business Development and Marketing, discusses how this relatively unknown developer and publisher has transformed from humble indie origins into a formidable global mobile publisher and developer in just a couple of years.
Audio Business/Marketing Production Indie Smartphone/Tablet

China’s Shark Tank: Gaming Authority Now Requires A Business Plan Before Your Video Game Can Launch  
by Henry Fong [05.21.19]
The new approval process requires you to share extensive information about your game. Not presenting all relevant information could slow the approval process or cause an otherwise China-ready game to be rejected.
Business/Marketing Console/PC Indie Smartphone/Tablet


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


Insomniac Games — Burbank, California, United States
[05.21.19]
User Experience Researcher
User Experience Researcher responsible for assisting in designing and conducting user experience research studies.

Flight School — Montreal, Quebec, Canada
[05.20.19]
Game Programmer


Insomniac Games — Burbank, California, United States
[05.17.19]
Audio Designer
Insomniac Games - Audio Designer

Stardock Systems, Inc — Plymouth, Michigan, United States
[05.10.19]
Senior Software Developer


Victoria University of Wellington — Wellington, New Zealand
[05.07.19]
Lecturer/ Senior Lecturer in Media Design (Game Design)


STUDIOS ILLOGIKA INC — Montréal, Quebec, Canada
[04.29.19]
Technical Director