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December 12, 2019
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Blog: Building a fantasy VR world in Unity  
by Gamasutra Community [12.12.19]
Learn how we created a high performance fantasy VR environment for our game, Sword Reverie.
Design, Programming

Watch Russ Bullock break down the dev process for MechWarrior 5: Mercenaries  
by Bryant Francis [12.11.19]
Check out this conversation with one of the lead developers behind MechWarrior 5: Mercenaries and learn more about the game's design and development.
Design, Console/PC, Video

Best of 2019: Exploring the secret depths of Bubble Bobble's design 5
by John Harris [12.11.19]
Taito's bubble-popping classic holds a number of secrets, and in this guide an expert will show you how to find one that unlocks the game's hidden language and showcases a new dimension of its design.
Design, Console/PC

Chat with MechWarrior 5: Mercenaries dev chief Russ Bullock at 3PM EST  
by Bryant Francis [12.11.19]
Piranha Games CEO Russ Bullock is taking your questions about the making of MechWarrior 5: Mercenaries starting at 3PM EST on the GDC Twitch channel.
Design, Console/PC, Video

Deep Dive: Making the 2D action game tool Pixel Game Maker MV  
by Takuya Hatakeyama [12.11.19]
Takuya Hatakeyama, director on Kadokawa's Pixel Game Maker MV, goes in-depth on the creation of the recently-released 2D action game tool.
Design, Production, Console/PC, Indie

Best of 2019: How GoldenEye 007 set a new standard for video game AI 1
by Tommy Thompson [12.10.19]
One of the most influential FPS titles of all time, GoldenEye defied expectations and set the standard for NPC AI for future generations.
Design, Programming, Console/PC


iOS/Android/Steam sales case study: Golf Peaks 1
by Simon Carless [12.11.19]
In this particular piece, Luke Spierewka of Afterburn was kind enough to provide full stats for iOS, Android and Steam for his team’s title Golf Peaks.
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

Video game music composer: Getting your big break (2020 edition)  
by Winifred Phillips [12.10.19]
Game composer Winifred Phillips discusses ways for new composers to get their first game gig. Includes advice on the effectiveness of demo reels and networking, a discussion of middleware, music genre specialization, and a list of online resources.
Audio, Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR

Beyond A Steel Sky - Dev Diary #4  
by Catherine Fox [12.10.19]
November 2019 Dev Diary - Back to Development! Hello everyone, and welcome to another Developer diary for Beyond a Steel Sky ! Last month we had a look at some of our development team. This month we thought we’d get back to development.
Design, Production, Indie

Establishing Vision  
by Stanislav Costiuc [12.09.19]
When starting out to develop a game, it is very important to set up a structured creative direction during pre-production. One of the most needed elements is a strong vision, which we're going to discuss here.
Design, Serious

Writings on the Wall: Sharing Accessible Narratives Through Environmental Design  
by Sukhraj Johal [12.09.19]
How can designers leverage the environment in their games to share accessible narratives to players? This article examines how The Last of Us, God of War (2018), and Inside create compelling narratives through environmental design.
Design, Art

Kliuless #61: Sony's First 25 Years  
by Kenneth Liu [12.09.19]
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Business/Marketing, Design, Production, Console/PC, Serious, Social/Online, Smartphone/Tablet, VR


Sucker Punch Productions — Bellevue, Washington, United States
[12.11.19]
Camera Designer


Deep Silver Volition — Champaign, Illinois, United States
[12.11.19]
UI Artist


GreenPark Sports — Los Angeles , California, United States
[12.11.19]
Senior Game Designer


Wevr — Los Angeles, California, United States
[12.11.19]
Audio Designer / Implementer
As Audio Designer / Implementer you will be part of the team working on a new, unannounced project based on one of the foremost popular IPs in the world today. The right candidate will be multifaceted and self-motivated with shipped project experience under their belt and is ready to come in and make an immediate impact on our projects.

Snowcastle Games — OSLO, Norway
[12.10.19]
Gameplay Programmer


RMIT University — Melbourne, Victoria, Australia
[12.10.19]
Senior Lecturer, Games (RMIT Melbourne, Australia)
Senior Lecturer in Games, ongoing position, Melbourne Australia, RMIT University

Insomniac Games — Burbank, California, United States
[12.09.19]
Lead Level Designer
Insomniac Games - Lead Level Designer

Academy of Art University — San Francisco, California, United States
[12.09.19]
Game Development Instructors
Game Development Instructors

East Carolina University — Greenville, North Carolina, United States
[12.06.19]
Carol Grotnes Belk Distinguished Professor


Sanzaru Games Inc. — Dublin , California, United States
[12.05.19]
Systems Designers
Sanzaru Games is looking for talented Systems Designers. Systems Designers are responsible for the design of expansive and engaging game-wide features, turning high-level concepts into detailed rules and models that form the core game experience. Examples of typical systems that designers may work on include artificial intelligence (AI), character progression, playable/non-playable character mechanics, in-game economies, and combat.