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May 24, 2019
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Proposed anti-loot box bill has big implications for devs and publishers 4
by Chris Kerr [05.24.19]
The proposed bill would serve to "regulate certain pay-to-win microtransactions and loot boxes," and could drastically change how devs and publishers use certain monetisation mechanics in the States.
Business/Marketing, Design

These were the best-selling new releases on Steam in April  
by Chris Kerr [05.24.19]
Physics-based tactics game Totally Accurate Battle Simulator and minimalist city builder Islanders were two of Steam's best-selling new releases in April, according to data from Valve. 
Business/Marketing, Console/PC

Sony CEO: Consoles a 'niche market' within the games industry 3
by Chris Kerr [05.23.19]
Sony chief exec Jim Ryan has suggested consoles now exist in a 'niche market' within the wider games industry.
Business/Marketing, Console/PC

Zenimax settles 'Redfall' trademark dispute with book publisher  
by Chris Kerr [05.23.19]
The two companies came to loggerheads in February after Zenimax attempted to trademark the term, which is also the name of the BookBreeze published sci-fi novel series from author Jay Falconer.
Business/Marketing, Console/PC

The Playdate is a new crank-clad handheld from Firewatch publisher Panic 1
by Chris Kerr [05.23.19]
Firewatch and Untitled Goose Game publisher Panic has unveiled an experimental portable games console called Playdate. 
Business/Marketing, Design, Console/PC

Metro Exodus made back its dev and marketing costs in under 2 months 3
by Alissa McAloon [05.22.19]
4A Games' Metro Exodus managed to earn enough to cover both its development and marketing costs by the end of THQ Nordic's Q5.
Business/Marketing, Console/PC

Kliuless #36: The Tech Cold War  
by Kenneth Liu [05.24.19]
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Business/Marketing, Production, Console/PC, Serious, Social/Online, Smartphone/Tablet

Why crunch will break the best and brightest in the industry.  
by Mark Lloyd [05.22.19]
The core problem with enforcing crunch is the effect, damage, and loss of capability in the people and teams. Creativity is at the heart of development, and it comes from the people. Smash the team, and you damage everything.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Case study: How developer Gismart achieved success in China, USA and Europe with the 25M downloaded Beat Maker Go mobile game  
by Lana Meisak [05.21.19]
Lana Meisak, VP of Business Development and Marketing, discusses how this relatively unknown developer and publisher has transformed from humble indie origins into a formidable global mobile publisher and developer in just a couple of years.
Audio, Business/Marketing, Production, Indie, Smartphone/Tablet

China’s Shark Tank: Gaming Authority Now Requires A Business Plan Before Your Video Game Can Launch  
by Henry Fong [05.21.19]
The new approval process requires you to share extensive information about your game. Not presenting all relevant information could slow the approval process or cause an otherwise China-ready game to be rejected.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

10 useful links for game developers  
by Vasiliy Sabirov [05.20.19]
We at devtodev collected 10 great links which could be useful for game analysts and game developers and tried to organize them in the most logical way possible - by topic of interest giving you enough resources to learn from.
Business/Marketing, Production, Serious

Global Accessibility Awareness Day 2019  
by Ian Hamilton [05.20.19]
Summary of some of the great things the industry was doing for GAAD 2019
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Deep Silver Volition — Champaign, Illinois, United States
Senior Animation Programmer

Deep Silver Volition — Champaign, Illinois, United States
System Designer (Player Progression)

Insomniac Games — Burbank, California, United States
Audio Designer
Insomniac Games - Audio Designer

Bohemia Interactive Simulations — Prague, Czech Republic
Lead Game Designer

Preswerx — Boca Raton, Florida, United States
Unreal Engine Technical Artist

Ubisoft RedLynx — Helsinki, Finland
Senior/Lead Graphics Programmer

PixelPool — Portland, Oregon, United States
Backend Developer  (Unreal Engine 4, Blueprint, C++)

Sucker Punch Productions — Bellevue, Washington, United States
Lighting Artist

Petroglyph Games — Las Vegas, Nevada, United States
Senior Game Engineer (C++)

Deep Silver Volition — Champaign, Illinois, United States
Senior Animator