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July 24, 2019
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A Bloodstained Q&A with Koji 'Iga' Igarashi  
by Kris Graft [07.23.19]
Legendary game developer Koji "Iga" Igarashi of Castlevania: Symphony of the Night fame answers our questions about the making of his latest game, Bloodstained: Ritual of the Night.
Business/Marketing, Design, Console/PC, Indie

Miyamoto remembers the late Nintendo president Satoru Iwata in new book 2
by Chris Kerr [07.23.19]
Mario and Zelda creator Shigeru Miyamoto has opened up about his relationship with late Nintendo president Satoru Iwata in a new book called 'Iwata-san,' and it makes for emotional reading.
Production, Console/PC

Nintendo facing class action suit over drifting Switch controllers  
by Alissa McAloon [07.22.19]
Persistent issues with the Nintendo Switch's detachable Joy-Con controllers have led a US resident to file a lawsuit against the company.

Microsoft is 'well positioned' to succeed in larger game market, claims CEO 1
by Chris Kerr [07.22.19]
Microsoft chief exec Satya Nadella claims the company is already "well positioned" to succeed in what's going to be a much larger gaming market.
Business/Marketing, Console/PC

Tekken 7 has crossed 4 million sales worldwide 1
by Chris Kerr [07.22.19]
Tekken 7 has now sold over 4 million copies worldwide, according to a tweet from developer Capcom. 
Business/Marketing, Console/PC

Tools to manage Stadia's data usage are in the works, says Google 2
by Alissa McAloon [07.19.19]
Andrey Doronichev, Google’s Director of Product for Stadia, addressed some of the public's concerns in a recent AMA on the upcoming cloud-based game platform.
Console/PC, Social/Online, Smartphone/Tablet

How Satisfactory's network optimizations keep multiplayer factories humming along 3
by Gamasutra Community [07.19.19]
Coffee Stain Studios' Gafgar Davallius reveals how Satisfactory is optimized for multiplayer while "handling a base with over 2000 conveyors, transporting thousands upon thousands of items."
Design, Programming, Console/PC, Social/Online

Inside Steam Diving Bell, a tool for 'Wikipedia binging' Steam games 7
by Lars Doucet [07.18.19]
"Diving Bell's chief strength is its dumbness," says dev Lars Doucet, creator of the recommendation tool. "It's dead simple, transparent, & predictable, but the results are delightful and surprising."
Business/Marketing, Console/PC, Indie

Challenges I faced to achieve 60FPS on a Nintendo Switch port  
by Sterling Selover [07.23.19]
Porting to the Nintendo Switch is not that difficult in itself, but optimizing a game with 3d graphics to run at 60FPS can be quite challenging. Learn about my experience in porting and optimizing for the Nintendo Switch, and perhaps gain a few tips.
Design Production Console/PC Indie

Storytelling With Game Consequences  
by Sande Chen [07.23.19]
In this article, game designer Sande Chen reports on Jason Rohrer's session at the 2019 Taipei Game Developers Conference, in which he gave his thoughts about storytelling in games, games as art, and how his game design processes have evolved.
Design Console/PC Indie Social/Online

Understanding the Success of Fortnite: A UX & Psychology Perspective  
by Celia Hodent [07.23.19]
As the former Director of User Experience (UX) at Epic Games, where I worked on Fortnite from 2013 to late 2017, I would like to share the different steps that were taken by the Fortnite team to build what would later become the success we now know.
Business/Marketing Design Production Console/PC Indie Social/Online Smartphone/Tablet

Breaking The Spell - 10 Reasons Why Your Game Isn't Immersive 2
by Lars Kalthoff [07.22.19]
Creating an immersive experience is a key goal of many modern games. However, immersion is a fragile construct and there are countless ways to make it collapse. In this post, we'll have a look at 10 ways to break the immersive spell and how to avoid them.
Design Console/PC Indie

Kliuless #41: Diversity Training  
by Kenneth Liu [07.22.19]
Hi, my name is Kenny Liu, and each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Business/Marketing Design Production Console/PC Serious Social/Online Smartphone/Tablet VR

Sony PlayStation — San Mateo, California, United States
Head of Global Portfolio & Acquisitions
The Head of Global Portfolio and Acquisitions will oversee the entire content pipeline from content creators both existing and potential. This person will lead a team of people based across the globe who source, track, evaluate and build partnerships with the best 3rd party Publishers and Developers on the planet, ensuring PlayStation is the Best Place to Play.

Cold Iron Studios — San Jose, California, United States
Sr. Character Artist

Cold Iron Studios — San Jose, California, United States
Principal Character Artist

Cold Iron Studios — San Jose, California, United States
Senior Content Designer

Disbelief — Chicago, Illinois, United States
Senior Programmer, Chicago
Senior Programmer

Disbelief — Chicago, Illinois, United States
Junior Programmer, Chicago
Junior Programmer

Electronic Arts — Madrid, Spain
EA Sports Madrid - UI Software Engineer
The UI Software Engineer will be focused on UI and Feature programming for multiple game modes for the NBA LIVE/Madden franchises.

Sucker Punch Productions — Bellevue, Washington, United States
QA Tester

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

Cold Iron Studios — San Jose, California, United States
Sr. Concept Artist