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August 19, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
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Weekly Jobs Roundup: Remedy Entertainment, Atlus USA, and more are hiring now!  
by Staff [08.17.18]
These studios and many many more are looking for developers across multiple disciplines right now on the Gamasutra Job Board!
Design, Production, Art, Recruitment

Sebastien Benard breaks down the fine details of Dead Cells' design  
by Bryant Francis [08.17.18]
Motion Twin game designer Sebastien Benard took some time to break down the fine design details of Dead Cells over on the Gamasutra Twitch channel.
Design, Console/PC, Video

Blog: How we made a stealth-em-up arena brawler  
by Gamasutra Community [08.17.18]
We recently released Black & White Bushido on PC, PS4 and Xbox One, so we thought it was time to take a look at what we've learned on our journey so far.
Design, Production

Blog: Tips for building VR and AR device-independent Unity projects  
by Gamasutra Community [08.17.18]
How does a Unity developer "create once, build many" while dealing with the rich, varied, constantly changing plethora of VR or AR toolkits and services?
Design, Production

What live game developers can learn from studying urban planning 1
by Gamasutra Community [08.17.18]
Spurred by a recent visit home, Amplitude Studios' Maxence Voleau reflects on some good lessons that game devs can learn from how cities inform people about roadwork & other aspects of urban planning.
Design, Production, Console/PC, Indie, Social/Online

We're talking to one the devs behind Dead Cells at 12PM EDT  
by Bryant Francis [08.17.18]
Join us for a conversation with one of the brains behind Dead Cells starting at 12PM EDT.
Design, Console/PC, Video

Some Honest Reflections about Patreon as a Game Media Creator  
by Michael Heron [08.17.18]
Launching a crowdfunding effort, whether Kickstarter or Patreon, can be a source of anxiety. It's a mark of confidence in your work, and might be fundamental to its continuation. Still, it's also stressful and this post discusses my experiences.
Business/Marketing, Design, Production, Serious

Designing Omnidirectional Levels for Lightfield  
by Julia Murczek [08.17.18]
In this multipart series about the development of Lightfield we take a look back at some of the different areas. In this part I talk about the challenges we had to overcome when designing the race tracks for the omnidirectional parkour-style racing game.
Design, Indie

We're making the first game that legally shows Nazi symbols in Germany – here’s why you should care 1
by Jrg Friedrich [08.17.18]
Battling the Nazis in World War 2 is a frequently-used setting in video games. Yet, in Germany, the homeland of the Nazis, video games were not allowed to show any of their symbols. This has changed now. Here is how, why and what this means.
Design, Serious, Indie

Mastering the road ahead: How urban planning can inspire your game updates. 1
by Maxence Voleau [08.16.18]
How we experience cities can provide meaningful insights into game balance, managing content and onboarding when updating games.
Design, Production, Console/PC, Social/Online

Postmortem: Black & White Bushido, the stealth-em-up arena brawler  
by Anil Mistry [08.16.18]
We have released Black & White Bushido on PC, PS4 and Xbox One. In autumn 2018 we will release the game on Nintendo Switch, but first we wanted to take a look at what we have learnt so far on our journey, what went right and what we would do differently.
Business/Marketing, Design, Production, Art, Console/PC, Indie

What are we talking about when we talk about systemic narrative. 7
by Victor Sanchez [08.15.18]
What is Systemic Narrative and how it can improve current narrative approaches?
Design, Programming, Console/PC, Indie

Age of Learning, Inc. — Glendale, California, United States
Game Systems Designer

Plarium Michigan Studio LP — Portage, Michigan, United States
Senior System Game Designer
Senior System Game Designer - Portage Michigan

Plarium Michigan Studio LP — Portage, Michigan, United States
Senior General Game Designer
Senior General Game Designer - Portage Michigan

Plarium Michigan Studio LP — Portage, Michigan, United States
General Game Designer
General Game Designer - Portage Michigan

Bohemia Interactive Simulations — Prague, Czech Republic
UI/UX Designer (Mid/Senior)

Deep Silver Volition — Champaign, Illinois, United States
Temporary Level Designer

Deep Silver Volition — Champaign, Illinois, United States
Senior Level Designer

Velan Studios — Troy, New York, United States
Sr. Multiplayer Level Designer

Roblox — San Mateo, California, United States
Sr. UX Designer
Sr. UX Designer

Roblox — San Mateo, California, United States
Technical Artist
Technical Artist