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Weapon balance in Call of Duty: Mobile: A data-based, player-centric approach  
by Matt Lewis [05.12.21]
Matt Lewis, VP of mobile at Activision, writes about the weapon balancing process on the tremendously popular Call of Duty: Mobile, and reconciling data with qualitative player feedback.
Design, Production, Smartphone/Tablet

The one game rating problem you really don't want to have  
by Gamasutra Staff [05.12.21]
There's one big gotcha around game ratings when releasing your game via IARC - and in the latest game discovery round-up, we look at what it is, and how to avoid it.
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

Digital software and catalog titles are driving sales at Square Enix  
by Chris Kerr [05.13.21]
Growing digital sales and "brisk" sales of catalog titles drove profits and sales in Square Enix's game division.
Business/Marketing, Console/PC, Smartphone/Tablet

Blog: Optimizing Human: Fall Flat for mobile devices  
by Gamasutra Community [05.12.21]
For over a year Codeglue has been working for 505 Games on the mobile adaptations of Human: Fall Flat. In this blog post we will explain how we optimized the game to run on mobile devices.
Design, Production, Smartphone/Tablet

Capcom attributes record profits to 'continued success' of game division  
by Chris Kerr [05.10.21]
Capcom said its video game business "drove results" after reporting record profits for the fourth consecutive year. 
Business/Marketing, Console/PC, Smartphone/Tablet

Sponsored: What game devs need to know about Criminal Economics and the Game Industry  
by Akamai Technologies [05.13.21]
How much do you really know about how the criminal economy works when it comes to the video game industry?
Console/PC, Indie, Social/Online, Smartphone/Tablet

Analyst: Only 6% of iOS 14.5 users chose to opt in to ad tracking so far 1
by Alissa McAloon [05.13.21]
Very few iOS users are choosing to allow apps to track their browsing habits on their iOS devices according to an ongoing survey from Verizon-owned Flurry Analytics.
Business/Marketing, Smartphone/Tablet

Sega Sammy reports year-over-year jump in game sales despite fewer new releases  
by Alissa McAloon [05.13.21]
Sega Sammy credits the performance of its game business to pandemic-driven the stay-at-home orders that defined the last year, but is approaching the next year with caution for the same reason.
Console/PC, Social/Online, Smartphone/Tablet

How I made Riot Squid in 6 months  
by Louise McLennan [12.31.69]
Riot Squid is an endless runner/upgrade game for Android, made in Unity, which I made over 6 months during the pandemic as a solo dev. Here’s a few of the ways I was able to do this, having never made and released a Unity game before.
Business/Marketing Design Production Indie Smartphone/Tablet

Gaming Loot Boxes - Innovative and Creative Multi-billion Euro Industry but What Are the Legal Risks and Are They Gambling?  
by Tuomas Pelkonen [12.31.69]
The article aims to provide a brief overview of the regulation and recent court cases regarding loot boxes. The following regions are covered in the article: Belgium, the Netherlands and the rest of Europe, the UK, the USA, Japan and China.
Business/Marketing Console/PC Smartphone/Tablet

Optimizing Human: Fall Flat for mobile devices  
by Peter de Jong [12.31.69]
For over a year Codeglue has been working for 505 Games on the mobile adaptations of Human: Fall Flat. In this blog post we will explain how we optimized the game to run on mobile devices.
Design Programming Art Indie Smartphone/Tablet

Jungle town: how we wanted to change the world for the better by creating a children's game  
by Dmitriy Makeyev [12.31.69]
The history of our game began in 2016, I said to my wife and muse: "Honey, I want to make a game for our daughter!" She supported me.
Design Programming Production Art Console/PC Indie Smartphone/Tablet

What Does Accessibility Mean in Game Design  
by Josh Bycer [12.31.69]
Accessibility has become a growing conversation among designers and the game industry, and for today, I want to talk about what that means when designing a videogame.
Design Programming Production Console/PC Serious Indie Social/Online Smartphone/Tablet VR

innogames — Hamburg, Germany
Game Designer - Forge of Empires - Feature Design & UX

innogames — Hamburg, Germany
Game Designer - Elvenar - Event Design & Live Ops

PerBlue — Madison, Wisconsin, United States
Director, Product Strategy (remote)
If you're ready to manage our product roadmap and monetization strategy, we'd love to hear from you!

BUCK — Los Angeles, California, United States
Games - Gameplay Engineer