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August 12, 2020
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Catch up on GDC Summer 2020 coverage right here!  
by Staff [08.04.20]
Gamasutra is (virtually) on-site at the first-ever GDC Summer! Follow along here for news, session coverage, and other updates!
Console/PC, Indie, Social/Online, Smartphone/Tablet

Video: Optimizing collision detection in Titanfall  
by Staff [08.11.20]
In this 2018 GDC talk, Respawn Entertainment's Earl Hammon explains how the Titanfall team made already optimized continuous collision detection code more than twice as fast.
Programming, Console/PC, Social/Online, Video, Vault

GDC reveals upcoming virtual program, 2021 event lineup  
by Staff [08.12.20]
Game Developers Conference 2021 will be a hybrid physical/virtual event taking place online and at the Moscone Center in San Francisco in July next year.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

AbleGamers enlists Ryan Reynolds to highlight its mission, call for donations  
by Alissa McAloon [08.06.20]
"They’ve helped thousands and thousands of people all around the world as an international charity," explains Reynolds. "But there are still thousands of more people that are waiting to get equipment that they desperately need."
Social/Online

Ubisoft wades deeper into the world of game streaming with new Parsec partnership  
by Alissa McAloon [08.03.20]
The two companies have come together on a strategic deal that will see Ubisoft using Parsec's peer-to-peer streaming tech in future projects.
Social/Online

Halo Infinite's multiplayer is a free-to-play mode  
by Alissa McAloon [07.31.20]
Microsoft and 343 Industries look to be taking a page from Call of Duty: Modern Warfare's free-to-play Warzone mode for Halo Infinite.
Business/Marketing, Console/PC, Social/Online

Epic Games Store now offers mod support for some games  
by Alissa McAloon [07.31.20]
MechWarrior 5 is the first game to roll mod support into its Epic Games Store page as Epic moves the feature into beta testing.
Console/PC, Social/Online

The Sims 4 passes 30 million lifetime players, doubles Q1 net bookings  
by Alissa McAloon [07.30.20]
The Sims 4 has officially surpassed 30 million players across all platforms, a milestone that comes as the game exits its highest quarter in terms of daily, weekly, and monthly active users to date.
Console/PC, Social/Online



Pandemic Impacts: How are you feeling today?  
by Andre Faure [08.12.20]
I’m feeling so-so. Yesterday was better than today, and I have no idea how I’m going to feel tomorrow. I’m self-quarantined for almost 6 months, since March 17th. I have the privilege, like many of us in the games industry, to function 100% at home.
Audio Smartphone/Tablet Social/Online Indie Serious Console/PC Art Production Programming Design Business/Marketing VR

Oops... Are Your Unity Sprites Too Tight? 1
by Ruben Torres Bonet [08.11.20]
Should you choose tight-fit or full-rect for your sprites in Unity? In this post, you will learn the difference between these two mesh types. And when to use each.
Programming Console/PC Serious Indie Social/Online Smartphone/Tablet VR

Why are you making your game's store page unattractive? 3
by Simon Carless [08.10.20]
There’s been a lot of discussion on best practices for your video game store page (whether that be console, PC, or even mobile.) And yes, it’s quite important. Here's the big things you should be doing.
Business/Marketing Design Production Art Console/PC Indie Social/Online Smartphone/Tablet VR

CREATING A CASUAL GAME PROGRESSION CURVE  
by Anastasiia Kladova [08.10.20]
Inappropriate progression is often seen on a stage of the soft launch. The goal of the article is to show a general approach to the progression curve fitting based on simulations that can be undertaken on a stage of the economy design prior to launch.
Design Social/Online Smartphone/Tablet

Where Games Are Heading: The Next Decade in Creativity  
by Andrew Dang [08.10.20]
A Peek at Tomorrow: 5 Macro Trends in Gaming What will the world of games look like over the next ten years? Dive into games as creative tools, the expansion of platform services, future development of talent, and more.
Business/Marketing Console/PC Serious Social/Online Smartphone/Tablet


iGotcha Studios — Stockholm, Sweden
[08.10.20]
Senior Game Designer


Plarium Michigan Studio LP — San Mateo, California, United States
[08.07.20]
UX Designer
Rumble Games was founded in 2011 and is located in San Mateo, California. The studio is home to a tight-knit team of professionals whose mission is to create the most engaging and fulfilling mobile game experiences on the planet. We are focused on combining the best of AAA game graphics and design with free-to play accessibility. We are passionate about collaboration and iteration to create games that will surprise and delight our players.

Playco — Tokyo, Mountain View, San Francisco, Seoul, Remote, Remote
[08.07.20]
Senior Game Engineer
100% Remote, Tokyo, Mountain View, San Francisco, Seoul

Wooga GmbH — Berlin, Germany
[08.07.20]
Unity Game Engineer
Unity Game Engineer