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How Satisfactory's network optimizations keep multiplayer factories humming along 1
by Gamasutra Community [07.19.19]
Coffee Stain Studios' Gafgar Davallius reveals how Satisfactory is optimized for multiplayer while "handling a base with over 2000 conveyors, transporting thousands upon thousands of items."
Design, Programming, Console/PC, Social/Online

Tools to manage Stadia's data usage are in the works, says Google  
by Alissa McAloon [07.19.19]
Andrey Doronichev, Google’s Director of Product for Stadia, addressed some of the public's concerns in a recent AMA on the upcoming cloud-based game platform.
Console/PC, Social/Online, Smartphone/Tablet

Sponsored: Learn how to streamline database deployment for your next game  
by Redis Labs [07.15.19]
Download this in-depth report and learn how Redis Enterprise can power your next worldwide game launch.
Social/Online

Video Game Deep Cuts: In The Sky, The Dungeon Master Reigns  
by Gamasutra Staff [07.20.19]
This week's roundup includes a look at Thatgamecompany's Sky, the rise of the professional dungeon master, and the far-ahead tech of Turok: Dinosaur Hunter on N64, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

Ubisoft says porting games to Stadia hasn't been a costly affair  
by Alissa McAloon [07.18.19]
Ubisoft is one of the major players known to be bringing existing games to Google Stadia and the company says that, at this stage, doing so hasn’t been incredibly expensive.
Console/PC, Social/Online

Odyssey and Siege push Ubisoft to a better-than-expected quarter 3
by Alissa McAloon [07.17.19]
Ubisoft credits Assassin's Creed Odyssey and Rainbow Six Siege for that performance, two games that notably released before Q1 even began.
Business/Marketing, Console/PC, Social/Online

Gearbox wants crossplay in Borderlands 3, but it won't launch with it  
by Alissa McAloon [07.16.19]
Gearbox wants Borderlands 3 to be one of a growing number of games that have bridged the console gap for online multiplayer, but the feature won't be in the game on day one.
Console/PC, Social/Online

Ubisoft's Uplay+ subscription library launches this fall with 100+ games 1
by Alissa McAloon [07.16.19]
Ubisoft has offered more details on the games that will be available under its Uplay+ subscription service when the service launches this fall.
Console/PC, Social/Online



Video Game Deep Cuts: In The Sky, The Dungeon Master Reigns  
by Simon Carless [07.20.19]
This week's roundup includes a look at Thatgamecompany's Sky, the rise of the professional dungeon master, and the far-ahead tech of Turok: Dinosaur Hunter on N64, as well as the latest on No Man's Sky, Dead Cells, and lots more besides.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR

Audio Middleware: Why would I want it in my game?  
by Theo Nogueira [07.19.19]
On our current day and age of game development, almost all AAA game studios use audio middleware and so does a good amount of indie game developers. However, a lot of indie developers wonder what is it, where does it come from and why do they need it.
Audio Console/PC Serious Indie Social/Online Smartphone/Tablet VR

Revealed: The Most Demanded Languages For Game Localization (H1 2019)  
by Dolly Dai [07.17.19]
FIGS is not enough for game localization any more and has been joined by zhCN+brPT+RU to create a “Magnificent Seven Standard” in the loc industry, while Turkish, Malay, and Hindi demonstrated tremendous two-year growth.
Business/Marketing Production Serious Indie Social/Online

China Game Market Recovers from Government Policy Changes [Report]  
by Mantin Lu [07.17.19]
iResearch recently released their new China Online Game Industry Q1 Report. First, let’s highlight some of the key game industry data revealed. Then towards the end of this article, I’ll share my thoughts about what they mean.
Business/Marketing Production Social/Online Smartphone/Tablet

Show, Don’t Tell: How a Few Tools Can Give Your Store UX a Big Boost  
by Henry Fong [07.16.19]
With an understanding of what makes players want to buy, you can enhance the experience and increase your IAP. But how do you find out what works? We used our in-game platform to test the impact of in-game product videos—and the results surprised us.
Business/Marketing Design Production Social/Online Smartphone/Tablet


Disruptor Beam, Inc. — Framingham, Massachusetts, United States
[07.17.19]
Senior Game Designer
Senior Game Designer, F2P/Mobile

Manticore — San Mateo, California, United States
[07.16.19]
Director of Analytics


Sucker Punch Productions — Bellevue, Washington, United States
[07.16.19]
QA Tester


Tangent Games LLC — Burbank, California, United States
[07.11.19]
System Designer


innogames — Hamburg, Germany
[07.11.19]
Community Management Specialist - Grepolis (m/w/d)


Manticore — San Mateo, California, United States
[07.08.19]
Software Engineer (Mid-Senior Level)


Manticore — San Mateo, California, United States
[07.08.19]
Backend Engineer (Mid-Senior Level)


innogames — Hamburg, Germany
[07.04.19]
Junior Game Designer - Grepolis


innogames — Hamburg, Germany
[07.01.19]
Community Management Specialist - Grepolis (in-house)