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January 28, 2020
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ArtCraft nets $11.7 million to boost Crowfall development ahead of launch  
by Chris Kerr [01.28.20]
Crowfall developer ArtCraft Entertainment has secured $11.7 million in funding as it prepares to officially launch the MMO.
Business/Marketing, Production, Console/PC

Stadia owners on Reddit are blasting Google over radio silence and lack of support 3
by Chris Kerr [01.28.20]
Stadia owners have taken to Reddit to voice their growing concerns over Google's handling (or rather, lack thereof) of the game streaming platform.
Production, Console/PC

Rocket League left behind on macOS and Linux due to DirectX 11 shift  
by Chris Kerr [01.28.20]
Rocket League developer Psyonix has explained its decision to end support for the MacOS and Linux version of the game.
Business/Marketing, Production

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

THQ-owned Amplifier Game Invest opens new studio in Sweden  
by Chris Kerr [01.24.20]
Amplifier Game Invest has cut the ribbon on a new game development studio called River End Games in Gothenburg, Sweden.
Business/Marketing, Production


5 Tips For More Engaging Visual Novel Soundtracks  
by Darrell Reconose [01.27.20]
If you're developing a visual novel - or any game that is primarily focused on character-driven story - then these five tips will help you target your soundtrack planning to make the most engaging soundtrack for your game at any budget.
Audio, Production, 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

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

How sci-fi survival adventure Aquamarine found its second life  
by Patric Fallon [01.24.20]
After my roguelike-inspired sci-fi adventure failed its first Kickstarter in 2018, I had to regroup and figure out the game's future. By looking to its past and approaching the design with fresh eyes, I could finally see the path it was meant to follow.
Design, Production, Indie


Yacht Club Games — Los Angeles, California, United States
[01.27.20]
Chief Operating Officer / Producer


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


Sony PlayStation — San Mateo, California, United States
[01.23.20]
Digital Analytics and Monetization Manager (Esports)
As Sony Interactive Entertainment continues to help partners understand game-level engagement and revenue through data-driven analysis, our Digital Analytics and Monetization Group is looking for a talented team member to utilize his or her deep passion and knowledge of video games and the Esports industry to support the Esports / Competitive gaming Team (ES/CG) in their quest to maximize PlayStation’s impact to its partners within Esports. In this role, you will need to drive narrative, solve ambiguous problems, and communicate extremely effectively in order to be able to evangelize and champion Esports across PlayStation up to the Executive level. You must thrive in a fast-paced environment, possess a high level of intellectual curiosity, and have the ability to work cross-functionally and present findings autonomously. The position is based at our San Mateo office and involves close coordination with members of the Partner Strategy and Analytics and ES/CG teams in the US, London, and Japan. You will report to the Global Head of Digital Analytics and Monetization and will be the primary key thought partner for the PlayStation Esports / Competitive Gaming business. Projects will range on identifying key consumer behaviors and advising PlayStation on how to optimize its Esports strategy in conjunction with its partners across all game genres. You will drive thought leadership in regards to all strategy and data-driven aspects of PlayStation Esports.

Square Enix Co., Ltd. — Tokyo, Japan
[01.22.20]
Experienced Game Developer


nWave Digital — Forest Brussels, Belgium
[01.14.20]
Animation Supervisor Role


Manticore Games — 94404, California, United States
[01.10.20]
Senior Digital Content Producer