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March 5, 2021
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Behind the AI and physics of Wobbledogs' procedurally goofy Wobbledogs  
by John Harris [03.04.21]
We asked Wobbledogscreator and developer Tom Astle some questions about his project, the journey it has been and its direction for the future.
Design, Console/PC, Indie

Join a free talk + Q&A on leadership in game production with Grant Shonkwiler 2
by Kris Graft [02.24.21]
We welcome expert producer Grant Shonkwiler, formerly producer on triple-A shooters at id Software and Epic Games and now consultant at Shonkventures to talk about leadership in game development and answer your questions live.
Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

How do you fund that game prototype?  
by Gamasutra Staff [03.01.21]
One of the biggest issues in game funding now is - how on Earth do you get your prototype funded? Can’t do game discovery if you don’t have a game. We look into it!
Design, Console/PC, Indie

Which genre should your next PC game be in?  
by Gamasutra Staff [03.03.21]
We take a look at how Steam’s tag system allows us to do broad trend analysis on games, and some of the most attractive Steam genres out there.
Business/Marketing, Design, Production, Console/PC, Indie

Get to know Swapcard, the platform powering GDC Showcase  
by Staff [03.03.21]
Take a closer look at Swapcard, the platform used for hosting GDC Showcase later this month!
Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet, GDC

Don't Miss: Designing for seasons in bumbling platform royale Fall Guys  
by Chris Kerr [03.02.21]
"With Fall Guys, one thing that's fun is that we actually want inconsistent difficulty between stages -- we want players to have that 'oh shit' moment when Slime Climb turns up."
Design, Indie, Social/Online

Deep dive: how Steam followers and wishlists relate  
by Gamasutra Staff [02.24.21]
How do Steam followers (the folks who follow news on your Steam page) related to your pre-release Steam wishlists? We have full survey results here for your delectation.
Business/Marketing, Design, Production, Console/PC, Indie

Don't Miss: Making Oxenfree's narrative unfold like a free-flowing conversation  
by Staff [02.23.21]
Night School Studio's Oxenfree is an interactive ghost story in which a player's contributions to the constant flow of conversation can shape the direction of the story.
Design, Production, Console/PC, Indie



UE4Cookery CPP002: Static delegate trick  
by Artur Kh [12.31.69]
Topic: Static delegate trick Source for UE4.23: https://github.com/klauth86/UE4Cookery/tree/main/CPP002
Programming Indie

Game Dev Digest Issue #84 - Learning, Tips, and Free Courses  
by Mike Marrone [12.31.69]
Game Dev Digest Issue #84 - Learning, Tips, and Free Courses. The latest from the free weekly Unity3d/gamedev newsletter.
Design Programming Production Art Console/PC Serious Indie Smartphone/Tablet

Adding Strategy to your Tactics  
by Keith Burgun [12.31.69]
In this article, Keith Burgun lays out a few ways to add "longer arcs", particularly when thinking about tactics games.
Design Indie

How We Used Airtable To Organize our in-game Events  
by Ryan Sumo [12.31.69]
I talk about using an app called Airtable to easily make a database of our events in Academia : School Simulator
Design Indie

TikTok guide for indie game devs  
by Thomas Reisenegger [12.31.69]
TikTok guide for indie game devs // Top 10 hands-on tips to make the tok tik, including examples of great accounts to follow
Business/Marketing Indie


Disbelief — Cambridge, Massachusetts, United States
[03.04.21]
Programmer
Programmer - Cambridge, MA

Airship Syndicate — Austin, Texas, United States
[03.03.21]
Gameplay Event Designer


Airship Syndicate — Austin, Texas, United States
[03.03.21]
Combat Designer


Bit Fry Game Studios — Portsmouth, New Hampshire, United States
[03.02.21]
Gameplay Engineer
The Gameplay Engineer will work to design and implement gameplay systems in Unreal Engine 4. This mid-to-senior level engineer will join an ongoing product and will be required to innovate major gameplay systems for fast-paced, networked games. The engineer will be required to collaborate with the design team, production, and other engineering teams within the company.

HB Studios — Lunenburg, Nova Scotia, Canada
[03.02.21]
Technical Animator


HB Studios — Lunenburg, Nova Scotia, Canada
[03.02.21]
Senior 3D Animator


Bit Fry Game Studios — Portsmouth, New Hampshire, United States
[03.02.21]
Senior Character Artist
Bit Fry Game Studios seeks a Character Artist with production experience. This artist is a recognized expert in their field, drawing from extensive experience in the video game industry to translate the efforts of our gifted concept artists into memorable, breathtaking, stylized characters. The Character Artist will be called on to set the visual bar and match the existing art style, producing assets at the highest levels of quality and technical difficulty. 

HB Studios — Lunenburg, Nova Scotia, Canada
[03.02.21]
Software Engineer


Bit Fry Game Studios — Portsmouth, New Hampshire, United States
[03.02.21]
Lead Environment Artist
Bit Fry Game Studios seeks an Environment Artist to lead in the art department. This artist is a recognized expert in their field, drawing from extensive experience in the video game industry to bring the efforts of the Concept Art, 3D Modeling, Technical Art and Lighting teams together into memorable, breathtaking settings. The Lead Environment Artist will be called on to set the visual bar, producing assets at the highest levels of quality and difficulty.

HB Studios — Lunenburg, Nova Scotia, Canada
[03.02.21]
Senior Game Designer