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April 4, 2020
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Don't Miss: How Rogue Legacy handles tutorials without being boring 5
by Staff [04.03.20]
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

Video Game Deep Cuts: The Year Of The Pac  
by Simon Carless [04.03.20]
The latest picks for the week's best writing & videos about video games includes a look at Over The Alps, Good Job!, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Outer Wilds and Disco Elysium win big at BAFTA Games Awards 1
by Chris Kerr [04.03.20]
Indie darlings Outer Wilds and Disco Elysium were the big winners at the British Academy Games last night.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Smartphone/Tablet

Blog: Why you need a technical designer  
by Gamasutra Community [04.03.20]
It's important to understand what a technical designer is and how it can help a production by improving the workflow of designers to let them focus on creative tasks, not technical issues.
Design

Journey to the Savage Planet a reaction to a past life of AAA development  
by Aron Garst [04.03.20]
After life as creative director on huge Ubisoft games like Assassin's Creed III and Far Cry 4, Alex Hutchinson was ready to make games at his own small studio.
Design, Production, Indie, Video

Blog: What does games culturalization involve?  
by Gamasutra Community [04.03.20]
This article introduces the 'Three Levels of Culturalization' model to demonstrate why knowing your global players and their context is critical to the success of games studios.
Design, Production, Console/PC


Video Game Deep Cuts: The Year Of The Pac  
by Simon Carless [04.03.20]
The latest picks for the week's best writing & videos about video games includes a look at Over The Alps, Good Job!, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Introducing Submarines into World of Warships: How to Balance Fun Gameplay Against Realism  
by Philip Molodkovets [04.03.20]
Adding a brand new class to a game 5 years after its release isn’t an easy task at all. As Executive Producer, id like to submerge developers and players into our experience of making submarines, and the hurdles we overcame.
Design, Production, Console/PC

Game Dev Digest Issue #38 - Coding, Editor Enhancements, Visuals & Shaders, Animations, Physics, XR, And Much More.  
by Mike Marrone [04.03.20]
Game Dev Digest Issue #38 - Coding, Editor Enhancements, Visuals & Shaders, Animations, Physics, XR, And Much More. The latest from the free weekly Unity3d/gamedev newsletter.
Design, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, VR

Localizing A Game Into French—Which Variant Should You Choose?  
by Damien Yoccoz [04.03.20]
The French spoken in France is quite different from the variant spoken in North America—Canadian French, or Québécois. Here is what you should know about both.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Would you work for free?  
by Andre Faure [04.02.20]
I have written an article about the value of time. I’m still having bad examples of industry professionals that not only do not respect other professional’s time, but, covered by a big brand, try to abuse smaller companies. Check this testimonial.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Thumbs Up: Getting The Most Out Of Player Reviews  
by Meg Betteridge [04.02.20]
A quick guide to understanding why players write reviews, how to interpret their feedback, and what you as a community manager can do to drive the narrative. The whole team can take a slice from this one!
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR


Visual Concepts — Novato, California, United States
[04.03.20]
Senior Server Engineer


Visual Concepts — Novato, California, United States
[04.03.20]
Gameplay Software Engineer


Visual Concepts — Foothill Ranch, California, United States
[04.03.20]
Graphics Engineer


Visual Concepts — Foothill Ranch, California, United States
[04.03.20]
Senior Software Engineer - Unreal Engine


Visual Concepts — Agoura Hills, California, United States
[04.03.20]
Senior Software Engineer - Graphics


The United States Army War College — Carlisle , Pennsylvania, United States
[04.03.20]
PROFESSOR OF STRATEGIC GAME DESIGN
PROFESSOR OF STRATEGIC GAME DESIGN

Infinity Ward — Woodland Hills, California, United States
[04.02.20]
Senior SP Game Designer
Infinity Ward is looking for an experienced Single-Player Designer to work on the next installment of one of the best-selling and most critically acclaimed shooter franchises of all time. At IW, we look for designers who are capable not only of innovation and AAA polish, but who can also be relied upon to effectively collaborate with other departments and drive their vision to completion on-time and at-quality.

Heart Machine — Los Angeles, California, United States
[04.01.20]
Level Designer


Remedy Entertainment — Espoo, Finland
[04.01.20]
Senior UX Designer


Visual Concepts — Agoura Hills, California, United States
[03.31.20]
Software Engineer - Generalist