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May 24, 2019
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Get a job: Square Enix, Volition, and more are hiring now!  
by Staff [05.24.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Design, Programming, Art, Recruitment

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

Blog: Understanding the impact of the creative gaming revolution 1
by Gamasutra Community [05.24.19]
A new paradigm of game design is gaining steam - Creative Gaming is a booming alternative to challenged-based design, and its impact will forever change the video game industry.
Design

Designing for horror and hope in A Plague Tale: Innocence 1
by Bryant Francis [05.24.19]
The developers behind A Plague Tale: Innocence share some insight on developing horrifying rat swarms and meaningful narrative moments.
Design, Console/PC

Video: Cultivating and caring for great AI behavior trees  
by Staff [05.23.19]
In this 2017 GDC talk, Bobby Anguelov, Mika Vehkala, and Ben Weber outline core principles to get the most out of your behavior trees while avoiding common issues!
Design, Programming, Console/PC, Indie, Video, Vault

Don't Miss: The blessing and the curse of early buzz for Rime 5
by Staff [05.23.19]
"People compared it to Wind Waker and ICO. This is a small indie title made by 18 people. When you're compared to blockbuster masterpieces, you consider what you did wrong in terms of expectations.
Design, Console/PC, Indie


Design trajectories in Let's Play: Ancient Greek Punishment: Chess Edition  
by Pippin Barr [05.24.19]
Pippin Barr examines the design and development process of his game Let's Play: Ancient Greek Punishment: Chess Edition, making use of his extensive documentation for the project.
Design, Programming, Indie

Taking A Look(ing Glass) at Thief: Deadly Shadows... 15 Years Later  
by Michel Sabbagh [05.24.19]
15 years ago, Thief saw a third outing in a year hosting the likes of Half-Life 2. Doom 3 and Far Cry. In this retrospective piece, Bethesda Softworks alumnus and writer Michel Sabbagh explains why Deadly Shadows should be celebrated.
Design, Console/PC

What is a game?  
by Carl Ji [05.23.19]
This we, I want to think about the definition of a game.
Design

The Creative Gaming Revolution 1
by Dylan Woodbury [05.22.19]
A new paradigm of game design is gaining steam - Creative Gaming is a booming alternative to challenged-based design, and its impact will forever change the video game industry.
Design

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

5 Different Types of Game Testing Techniques  
by Antonio Torres [05.22.19]
As far as software expressions are concerned, modern games are some of the most complex. The complexity of these games and the amount of money involved in making them, calls for different testing scenarios.
Design, Production


Deep Silver Volition — Champaign, Illinois, United States
[05.23.19]
Senior Animator


Intrepid Studios — San Diego, California, United States
[05.23.19]
UX Designer


Deep Silver Volition — Champaign, Illinois, United States
[05.23.19]
Cinematic Artist


Deep Silver Volition — Champaign, Illinois, United States
[05.23.19]
Senior System Designer (Living World)


FoxNext Games — San Jose , California, United States
[05.22.19]
Senior Narrative Designer


FoxNext Games — San Jose, California, United States
[05.22.19]
Associate Level Designer


FoxNext Games — San Jose, California, United States
[05.22.19]
Senior World Builder


Voodoo Germany GmbH — Berlin, Germany
[05.22.19]
(Senior) Game Artist (m/f)
We are looking for the best Game Art talent interested in creating something bigger ! To succeed in this role, you will need to have a good understanding of the casual mobile game market.

Cold War Game Studios, Inc. — Remote, California, United States
[05.21.19]
Level / Encounter Designer


Sucker Punch Productions — Bellevue, Washington, United States
[05.19.19]
QA Manager