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September 30, 2020
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Video: How Star Renegades borrowed the Nemesis system for a turn-based RPG  
by Staff [09.30.20]
Developers Ken Soto and Peter McLaren of Massive Damage dropped by the GDC Twitch channel to discuss the making of Star Renegades.
Design, Console/PC, Video

Don't Miss: How Insomniac built Marvel's Spider-Man to do whatever a spider can 2
by Staff [09.30.20]
Insomniac Games' Ryan Smith talks to Gamasutra about the game design foundations of Marvel's Spider-Man (and how far back in Insomniac Games history they go).
Design, Console/PC

Video: The business of fair play  
by Staff [09.30.20]
In this 2020 GDC Summer session, Riot Games' Weszt Hart breaks down how "fair play" can be a useful measuring stick for how effective a Player Dynamics team is performing at a studio.
Design, Production, Console/PC, Video

Lessons from a year of running Remnant: From the Ashes  
by Bryant Francis [09.30.20]
One year after the launch of Remnant: From the Ashes, creative director David Adams discusses what Gunfire Games has learned getting into the world of live games.
Design, Console/PC

Does your game have 'staying power'? 1
by Simon Carless [09.29.20]
This game discovery round up looks at what happens if you have a slow start, but your game is great. Can we all hold out hope and push for that Wandersong-style long tail?
Business/Marketing, Design, Production, Console/PC, Indie

Blog: Which do you need - a UX designer, game designer, or both?  
by Gamasutra Community [09.29.20]
If we talk about user experience, we are at the heart of the game and that is the domain of the game designer. So who do you need: A UX designer, a game designer, or both?
Design, Production


Has Xbox changed discoverability with its new store?  
by Simon Carless [09.30.20]
What's the new Xbox store for Xbox One - which will also roll out for Xbox Series - like? (This is a big one for the future of how people buy games on Xbox consoles.)
Business/Marketing, Design, Production, Console/PC, Indie

Does your game have 'staying power'? 1
by Simon Carless [09.28.20]
This game discovery round up looks at what happens if you have a slow start, but your game is great. Can we all hold out hope and push for that Wandersong-style long tail?
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

Amazon's Luna, what's on the Steam front page, more  
by Simon Carless [09.25.20]
All kinds of the latest game discoverability/platform news - from Amazon Luna analysis to front-page Steam explanations and more.
Business/Marketing, Design, Production, Console/PC, Indie

The Philosophy of Puzzle Design 1
by Josh Bycer [09.24.20]
Many people don't think about puzzle games as being difficult or hard to design, but for today's post, we're going to look at why a puzzle could be even more demanding than any soulslike or action game.
Design, Console/PC, Indie, Smartphone/Tablet

How to get nearly 250k Steam wishlists, The Riftbreaker way 1
by Simon Carless [09.23.20]
Talking to Pawel Lekki of EXOR Studios, we explored his upcoming game The Rift Breaker, which has amassed nearly 250,000 wishlists on Steam to date pre-release. How did he do it?
Business/Marketing, Design, Production, Console/PC, Indie

Bethesda x Xbox - what does it mean for 'regular' game devs? 1
by Simon Carless [09.21.20]
What does Microsoft's $7.5 billion acquisition of Bethesda parent company Zenimax mean for the video game ecosystem in general, and regular publisher/devs in particular?
Business/Marketing, Design, Production, Console/PC, Indie


Airship Syndicate — Austin, Texas, United States
[09.29.20]
Mid to Senior Worldbuilder - Unreal Engine
Mid to Senior Worldbuilder - Unreal Engine

Airship Syndicate — Austin, Texas, United States
[09.29.20]
Senior VFX Artist
Senior VFX Artist

Remedy Entertainment — Espoo, Finland
[09.25.20]
Senior Cinematic Scripter


Deep Silver Volition — Champaign, Illinois, United States
[09.24.20]
Senior Technical Designer


Insomniac Games — Burbank, California, United States
[09.24.20]
Lead Level Designer
Insomniac Games - Lead Level Designer