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Video: The cost of doing nothing about trolls  
by Staff [12.03.20]
In this 2017 GDC talk, Two Hat Security's Chris Priebe explains the impact that trolling and toxic behavior have on a game's success from a business perspective.
Business/Marketing, Video

Silent Hill creator Keiichiro Toyama forms Bokeh Game Studio  
by Chris Kerr [12.03.20]
Silent Hill, Siren, and Gravity Rush creator Keiichiro Toyama has departed SIE Japan Studio to form Bokeh Game Studio.  
Business/Marketing, Production, Video

Case study: making Core Defense a solo dev success  
by Gamasutra Staff [12.03.20]
A few months ago, Mario Kaiser released Core Defense on Steam and grossed $20,186 in the first week. Good enough for a solo indie developer – and here's how he did it.
Business/Marketing, Design, Programming, Production, Console/PC, Indie

Small developers and creators can now use FMOD Studio for free  
by Chris Kerr [12.03.20]
FMOD has made its end-to-end audio solution FMOD Studio free for indie developers whose yearly revenue is less than $200,000.
Audio, Business/Marketing, Production

Avalanche founder Christofer Sundberg forms new studio Liquid Swords 1
by Chris Kerr [12.03.20]
Avalanche Studios founder and former chief creative officer Christofer Sundberg has established a new studio called Liquid Swords.
Business/Marketing, Production, Console/PC

Best of 2020: Behind the dizzying ride to the top for Among Us  
by Simon Carless [12.02.20]
The amazing 'out of the blue' success of multiplayer party game Among Us on Steam is, uh, amazing. But what happened? I delve into it with the help of one of its co-creators.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

A Guide To Delay-Proof Game Development— Part I: Planning and Prevention  
by Stas Ignatov [12.03.20]
A series of production tips, suggestions, and best practices to optimize development cycles and minimize delays by META Publishing's producer Mike Matytsin.
Business/Marketing, Production, Indie

by Fabien Rossini [12.03.20]
As games have evolved, so has the audience. Not content with just playing the game, a major part of today's users want to create worlds. That's what we're building at CREY, A destination for players to create, play and connect.
Business/Marketing, Design, Production, Indie, Social/Online

Case study: making Core Defense a solo dev success  
by Simon Carless [12.03.20]
A few months ago I released Core Defense on Steam and grossed $20,186 in the first week. Good enough for a solo indie developer – especially if you take into account that you can expect to make 2-5x your first week's revenue during your first year.
Business/Marketing, Design, Production, Console/PC, Indie

What's your first week revenue per game platform?  
by Simon Carless [12.02.20]
You see relatively little discussion of multi-platform revenue, including console. So I was delighted when The First Tree dev David Wehle went public with the following week 1 revenue percentages for his third-person exploration game starring a fox.
Business/Marketing, Design, Production

Indie History of Nimoyd: Two Friends and Their Search for that Awesome Whoa Whoa Game Idea  
by Rafael Wawer [12.01.20]
Nimoyd is not only a game – but an indie story about two friends who were searching for that one awesome game idea. When we almost gave up on Xmas 2018, it clicked. We quit freelancing in 2019. Today, a small team. But it started humble, with 2 friends.
Business/Marketing, Design, Production, Indie

How to Decide if Partnering with a Publisher is Worth it for Your Next Game  
by Andrej Kovacevic [11.30.20]
Partnering with a publisher may seem as playing it on easy mode, but it's a double edged sword and indie devs should be cautious and review all of their options first and foremost.
Business/Marketing, Production, Console/PC, Indie

Lost Boys Interactive — austin, Texas, United States
FX/Tech Artist

Insomniac Games — Burbank, California, United States
Senior Lighting Artist
Insomniac Games - Sr. Lighting Artist

Insomniac Games — Burbank, California, United States
Senior Designer
Insomniac Games - Sr. Designer

Lawrence Technological University — Southfield, Michigan, United States
Assistant Professor of Game Design – Tenure-Track

Wooga GmbH — Berlin, Germany
(Senior) QA Automation Engineer

Wooga GmbH — Berlin, Germany
(Senior) QA Test Engineer

Wooga GmbH — Berlin, Germany
Head of QA Engineering

Gameforge AG — Karlsruhe, Germany
Lead Game Design

Jintronix Inc. — New York, New York, United States
Lead 3D Artist - Remote - Environment Design for Exercise Games
Lead 3D Artist - Environment Design for Exercise Games - Remote

Disbelief — Chicago, Illinois, United States
Junior Programmer, Chicago
Junior Programmer