Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 24, 2019
arrowPress Releases








If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Designing for horror and hope in A Plague Tale: Innocence 1
by Bryant Francis [05.24.19]
The developers behind A Plague Tale: Innocence share some insight on developing horrifying rat swarms and meaningful narrative moments.
Design, Console/PC

The Epic Games Store exceeded THQ Nordic's expectations, says CEO  
by Alissa McAloon [05.24.19]
Metro Exodus was a huge launch for publisher Deep Silver's parent company THQ Nordic, and CEO Lars Wingefors now says that the Epic Games Store played a bigger part in that success than he may have previously suggested.
Console/PC

Dauntless saw 500,000 new players within 24 hours of its cross-platform launch  
by Alissa McAloon [05.24.19]
That influx of new faces brings the free-to-play RPG’s lifetime player count over 4 million.
Console/PC, Social/Online

Telltale Games titles are being delisted from GOG 3
by Alissa McAloon [05.23.19]
PC games storefront GOG has announced that Telltale Games' entire library will be delisted on May 27 as a result of the studio’s closure last year.
Console/PC, Social/Online

Dead Cells has surpassed 2 million copies sold  
by Alissa McAloon [05.23.19]
Motion Twin's Dead Cells has officially sold over 2 million copies, an achievement that comes under a year since the game left early access and ahead of its planned launches on iOS and Android.
Console/PC, Indie

Sony CEO: Consoles a 'niche market' within the games industry 3
by Chris Kerr [05.23.19]
Sony chief exec Jim Ryan has suggested consoles now exist in a 'niche market' within the wider games industry.
Business/Marketing, Console/PC

The Playdate is a new crank-clad handheld from Firewatch publisher Panic 1
by Chris Kerr [05.23.19]
Firewatch and Untitled Goose Game publisher Panic has unveiled an experimental portable games console called Playdate. 
Business/Marketing, Design, Console/PC

Zenimax settles 'Redfall' trademark dispute with book publisher  
by Chris Kerr [05.23.19]
The two companies came to loggerheads in February after Zenimax attempted to trademark the term, which is also the name of the BookBreeze published sci-fi novel series from author Jay Falconer.
Business/Marketing, Console/PC



Taking A Look(ing Glass) at Thief: Deadly Shadows... 15 Years Later  
by Michel Sabbagh [05.24.19]
15 years ago, Thief saw a third outing in a year hosting the likes of Half-Life 2. Doom 3 and Far Cry. In this retrospective piece, Bethesda Softworks alumnus and writer Michel Sabbagh explains why Deadly Shadows should be celebrated.
Design Console/PC

Kliuless #36: The Tech Cold War  
by Kenneth Liu [05.24.19]
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Business/Marketing Production Console/PC Serious Social/Online Smartphone/Tablet

Titan's Environment in 'Afterlight'. A technical Approach  
by Vic Franco [05.22.19]
"Afterlight" has a strong narrative aspect that its achieved by a carefully balanced mix of actual Titan's documentation and its creative interpretation. Here it is a technical breakdown about its lighting and environment
Programming Art Console/PC Indie

Why crunch will break the best and brightest in the industry.  
by Mark Lloyd [05.22.19]
The core problem with enforcing crunch is the effect, damage, and loss of capability in the people and teams. Creativity is at the heart of development, and it comes from the people. Smash the team, and you damage everything.
Audio Smartphone/Tablet Social/Online Indie Serious Console/PC Art Production Programming Design Business/Marketing VR

The Double-Edged Sword of Live Service Games 3
by Josh Bycer [05.22.19]
Live Service has become a goal for developers to continue to support their titles, but it presents some interesting challenges when it comes to the constant development of a game.
Design Production Console/PC Indie


Ubisoft RedLynx — Helsinki, Finland
[05.24.19]
Senior/Lead Graphics Programmer


Sucker Punch Productions — Bellevue, Washington, United States
[05.23.19]
Lighting Artist


Petroglyph Games — Las Vegas, Nevada, United States
[05.23.19]
Senior Game Engineer (C++)


Deep Silver Volition — Champaign, Illinois, United States
[05.23.19]
Senior Animator


Intrepid Studios — San Diego, California, United States
[05.23.19]
UX Designer


Sanzaru Games Inc. — Foster City , California, United States
[05.23.19]
Junior Gameplay Engineer


Disbelief — Cambridge, Massachusetts, United States
[05.23.19]
Senior Programmer, Cambridge, MA
Senior Programmer

Disbelief — Cambridge, Massachusetts, United States
[05.23.19]
Junior Programmer, Cambridge, MA
Junior Programmer

Deep Silver Volition — Champaign, Illinois, United States
[05.23.19]
Cinematic Artist


Deep Silver Volition — Champaign, Illinois, United States
[05.23.19]
Senior System Designer (Living World)