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January 28, 2020
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The State Of Game Discoverability: January 2020  
by Simon Carless [01.28.20]
Following my other recent pieces, I have a whole bunch of follow-ups and interesting links for this article which help define the state of game discoverability in January 2020.
Business/Marketing, Design, Console/PC, Indie

Q&A: How Steam co-op hit GTFO chooses depth over breadth in game design  
by John Harris [01.28.20]
"Our philosophy was that we’d rather be one of few ducks in a small pond, than being one of many ducks--and probably a comparatively small one--in a big pond," says 10 Chambers Collective co-founder Simon Viklund.
Design, Console/PC, Indie, Video

Video: Subtitles are changing; don't be left behind 2
by Staff [01.27.20]
In this 2019 GDC talk, advocate Ian Hamilton breaks down the best practices for developers to accommodate the growing demand for well-executed subtitles.
Design, Console/PC, Indie, Video, Vault

Don't Miss: Breaking down the scenography of Kentucky Route Zero  
by Staff [01.27.20]
Kentucky Route Zero developer Tamas Kemenczy breaks down the game's artistic inspiration.
Design, Art, Console/PC, Indie

Blog: Organizing your emotions when designing a game system  
by Gamasutra Community [01.27.20]
How to organize and direct your thoughts and feelings from a narrative and cognitive perspective in the design of an engaging and dynamic game system.
Design, Production

Video Game Deep Cuts: Eternal Doom, Temtem Touryst  
by Gamasutra Staff [01.24.20]
The latest highlights include a look at new titles including Doom Eternal, Temtem & The Touryst, as well as pieces about Destiny historians, comedy in games, the state of video games in China, & more.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing


The State Of Game Discoverability: January 2020  
by Simon Carless [01.27.20]
Following my other recent pieces, I have a whole bunch of follow-ups and interesting links for this article which help define the state of game discoverability in January 2020.
Business/Marketing, Design, Console/PC, Indie

Devlog 0 - How I Got Started, A Case Study  
by Aaron Maus [01.27.20]
A down in the weeds devlog on how to get started.
Design, Production, Serious, Indie

A Wild Jellyray Appears!: How a new creature enters the underwater alien ecosystem of Aquamarine  
by Patric Fallon [01.27.20]
Probably my favorite part of developing my hand-drawn survival adventure Aquamarine is designing a new creature for its underwater alien ecosystem. Here's an in-depth look at the process of creating one of our game's most recent additions.
Design, Production, Art, Indie

Video Game Deep Cuts: Eternal Doom, Temtem Touryst  
by Simon Carless [01.24.20]
The latest highlights include a look at new titles including Doom Eternal, Temtem & The Touryst, as well as pieces about Destiny historians, comedy in games, the state of video games in China, & plenty more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Modularity  
by Iggy Zuk [01.24.20]
Depth through complexity.
Design

The Importance of Presentable Gameplay  
by Josh Bycer [01.24.20]
While many people will talk about aesthetically pleasing games, we're going to talk about how to present your gameplay and why this matters for long term engagement.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR


Futureplay — Helsinki, Finland
[01.28.20]
Senior Game Designer


HERE — Carlsbad, California, United States
[01.27.20]
Sr Software Enginer- Unity 3D


Embodied Inc. — Pasadena, California, United States
[01.23.20]
Jr Performance Designer
Jr. Performance Designer - Contract

Deep Silver Volition — Champaign, Illinois, United States
[01.23.20]
Principal Writer


Running With Scissors — Tucson, Arizona, United States
[01.23.20]
Level Designer


Sucker Punch Productions — Bellevue, Washington, United States
[01.22.20]
Gameplay Programmer
Gameplay Programmer

Tenacious Entertainment — Bellevue, Washington, United States
[01.21.20]
UI Artist / Designer


Digital Extremes Ltd. — London, Ontario, Canada
[01.21.20]
Senior Lighting Artist


Insomniac Games — Burbank, California, United States
[01.21.20]
Lead Level Designer
Insomniac Games - Lead Level Designer

Lawrence Technological University — Southfield, Michigan, United States
[01.10.20]
Full Time Faculty in Design: Game Art