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April 20, 2021
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Don't Miss: Rethinking the RPG to make it fun to be the bad guy in Tyranny 2
by Staff [04.19.21]
"You may sell the player with a 'you get to be an evil bully' promise, but for there to be a source of conflict, there needs to be a mountain of bigger bullies to climb and strive against."
Design, Console/PC

Don't Miss: How Rogue Legacy handles tutorials without being boring 5
by Staff [04.16.21]
How do you teach players how to play your game without getting bogged down in boring tutorials? Rogue Legacy developer Teddy Lee shares his secrets.
Design, Console/PC, Indie

Blog: 7 nudges and manipulative techniques present in Undertale 2
by Gamasutra Community [04.16.21]
This brief article will highlight 7 major manipulations found inside Undertale, and how they influence the player's experience.
Design, Console/PC, Indie

See how Sucker Punch brought the island of Tsushima to life at GDC 2021  
by Staff [04.15.21]
Sucker Punch's Parker Hamilton will be breaking down the systems that power Ghost of Tsushima's open world at the all-digital GDC 2021!
Design, Console/PC, GDC

Why TikTok matters for game discovery 2
by Gamasutra Staff [04.14.21]
TikTok - the shortform video social app which sports hundreds of millions of MAUs worldwide - can be a boon for the right type of game. We explain how within.
Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Don't Miss: Creating the inviting mini-world of Animal Crossing 4
by Staff [04.14.21]
In this classic 2013 interview, Gamasutra sits down with Nintendo producer Katsuya Eguchi -- also the producer of the Wii Sports series -- to ask him some questions about the design of Animal Crossing.
Design, Console/PC, Social/Online

When demos can radically expand your game's discoverability  
by Simon Carless [12.31.69]
Are game demos good? When you should leave your demo or prologue up for longer? We look at games with standout (but short!) gameplay loops for an answer.
Business/Marketing, Design, Production, Console/PC, Indie, VR

Deconstruction - Harry Potter: Wizards Unite  
by Alexandr Sitnikov [12.31.69]
Harry Potter: Wizards Unite - Geolocation collector's game, with elements of augmented reality.
Design, Smartphone/Tablet

How To Develop Your Game Industry Skills Alone  
by Berke Erem [12.31.69]
Fobula Games founder Berke Erem explores some practical ways for indie developers to improve their industry-relevant skills. The article is meant for indie studio founders and professionals. It is designed to be read within 5 minutes.
Business/Marketing, Design, Programming, Art, Indie

Building a systemic narrative game : "DEAR, a letter writing simulator" 1
by Lila Grimaldi [12.31.69]
Trying to tell a moving story while letting your player write a part of it, is a difficult exercise. This is the story of how a small group of students tried to rationalize lexical fields into puzzles and create a systemic narrative game.
Design, Indie

Predictions on Supercell's new Clash Games  
by Javier Barnes [12.31.69]
Earlier this month, Supercell announced 3 new games based on the Clash Franchise, and they already softlaunched one of them (Clash Quest). Here are my thoughts & predictions on them, and a brief analysis after playing Clash Quest.
Business/Marketing, Design, Production, Smartphone/Tablet

Game Dev Digest Issue #90 - Find Out What's New  
by Mike Marrone [12.31.69]
Game Dev Digest Issue #90 - Find Out What's New. The latest from the free weekly Unity3d/gamedev newsletter.
Design, Programming, Production, Art, Console/PC, Serious, Indie, Smartphone/Tablet

Sucker Punch Productions — Bellevue, Washington, United States
Senior Concept Artist

Sucker Punch Productions — Bellevue, Washington, United States
Combat Designer

Sucker Punch Productions — Bellevue, Washington, United States
Junior Technical Designer

Sucker Punch Productions — Bellevue, Washington, United States
Senior Games Writer
DESIGN - Senior Games Writer

Sucker Punch Productions — Bellevue, Washington, United States
Senior Systems Designer
DESIGN - Senior Systems Designer

innogames — Hamburg, Germany
Game Designer - Forge of Empires - Feature Design & UX

innogames — Hamburg, Germany
Game Designer - Elvenar - Event Design & Live Ops

Johnny Carson Center for Emerging Media Arts — Lincoln, Nebraska, United States
Assistant Professor of Emerging Media Arts (Virtual Production)

Sony PlayStation — San Francisco, California, United States
Sr. Product Manager, Player Engagement & Social Experiences
Sr. Product Manager, Player Engagement & Social Experiences

Sony PlayStation — San Francisco, California, United States
Sr. Director, UX Design
Sony PlayStation is looking for a Sr. Director, Product Design. This person is a key member of the UX Design leadership team and is responsible for the design of signature PlayStation experiences on and off console. This will give you the opportunity to drive world-class execution in interaction and visual disciplines. This position is focused on the core gameplay and community integration functionality at the heart of PS5 and on mobile.