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July 13, 2020
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Analyzing those Satisfactory sales numbers (& more!)  
by Simon Carless [07.10.20]
Coffee Stain Studios were kind enough to go public with their game sales for standout first-person factory building game Satisfactory - what does that say about Epic Games Store and Steam?
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online

Video: A game dev's guide to organizing your levels and mechanics  
by Staff [07.10.20]
In this GDC 2018 session game dev Nathan Fouts looks at different methods to organize level designs and mechanics in a way that's effective and easy to implement in your own game development process.
Design, Console/PC, Indie, Video, Vault

Blog: Camera evolution in third-person games 1
by Gamasutra Community [07.10.20]
This is a personal research on how the use of the camera in third-person video games has evolved. This is also my first article in this site, so i hope you find it useful and enjoyable.
Design

Don't Miss: An oral ('Sporal'?) history on the development of Maxis' Spore  
by Staff [07.09.20]
Former team members look back on the triumphs and challenges in developing one of the most ambitious games of all time.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC

Video: Emergent storytelling techniques in The Sims  
by Staff [07.09.20]
In this GDC 2018 session game dev Matt Brown examines the various techniques employed across all four generations of The Sims to empower player-driven and emergent storytelling.
Design, Console/PC, Video, Vault

Don't Miss: A deep dive into the 'old school' save system of Alien: Isolation 15
by Staff [07.08.20]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Design, Programming, Production, Console/PC


Analyzing Those Satisfactory Sales Numbers (& More!)  
by Simon Carless [07.10.20]
Coffee Stain Studios were kind enough to go public with their game sales for standout first-person factory building game Satisfactory - what does that say about Epic Games Store and Steam?
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online

A Beginner’s Guide to making your own Games  
by Joey Heinze [07.10.20]
This guide is made for new and aspiring indie devs who have no prior knowledge of game development. The reader should learn about the most essential parts of game development, from the idea to the finished game, to enable them to make their own game.
Design, Production, Indie

Game Dev Digest Issue #52 - Animation, Shader Graph, Performance, Plus More!  
by Mike Marrone [07.10.20]
Game Dev Digest Issue #52 - Animation, Shader Graph, Performance, Plus More! The latest from the free weekly Unity3d/gamedev newsletter.
Design, Programming, Production, Art, Console/PC, Serious, Indie, Smartphone/Tablet

A 'Nod' to the Construction Yard 2
by Brandon Casteel [07.09.20]
The Command and Conquer is built around a number of systems that I absolutely love, from its resource harvesting system to how it handles base building. And it's that I want to talk about right now: base building. In particular, the Construction Yard/MCV.
Design

Camera Evolution in Third-Person Games 1
by Francesco Generali [07.09.20]
This is a personal research on how the use of the camera in third-person video games has evolved. This is also my first article in this site, so i hope you find it useful and enjoyable! Let me know in the comments section.
Design

Balancing Tips: How We Managed Math on Idle Idol  
by Gabriel Padinha [07.09.20]
During Idle Idol development - our first Idle Game - we came across some balancing challenges we managed to solve with creative approaches. By doing that, we discovered some guidelines that I share in this article as balancing tips for any game.
Design, Smartphone/Tablet


Disbelief — Chicago, Illinois, United States
[07.10.20]
Senior Technical Artist
Senior Technical Artist

Klang Games GmbH — Berlin, Germany
[07.10.20]
Senior Game Designer


Infinity Ward — Woodland Hills, California, United States
[07.07.20]
UI Artist (Temporary)
Infinity Ward is currently seeking a UI Artist for an exciting unannounced project. This person will work closely with the UI/UX Design team and UI Engineers to establish functional, original, and attractive interfaces for our game. Responsibilities include generating art content for the front-end and heads up display and solutions should be intuitive, stylish and have a consistent style.

HB Studios — Lunenburg, Nova Scotia, Canada
[07.07.20]
Senior Game Designer


Remedy Entertainment — Espoo, Finland
[07.07.20]
Senior Gameplay Designer


Remedy Entertainment — Espoo, Finland
[07.07.20]
Gameplay Designer


Insomniac Games — Burbank, California, United States
[07.06.20]
Lead Level Designer
Insomniac Games - Lead Level Designer

Digital Extremes Ltd. — London, Ontario, Canada
[06.23.20]
Senior Lighting Artist


Woodbury University — Burbank, California, United States
[06.14.20]
GAME DESIGN INSTRUCTOR