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August 23, 2019
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Google Play Store design refresh aims to boost game discoverability 1
by Chris Kerr [08.22.19]
The Google Play Store has been given a visual refresh to improve the overall store experience, and notably for mobile devs, make it easier for users to find and access games.
Business/Marketing, Smartphone/Tablet

Razer and Tencent partner to further cloud gaming ambitions  
by Chris Kerr [08.22.19]
Neon-obsessed hardware and peripheral maker Razer has partnered with Chinese tech and game company Tencent to further expand into the world of cloud gaming.
Business/Marketing

Oculus' former head of mobile VR has left Facebook  
by Chris Kerr [08.22.19]
Another high-profile member of the Oculus family has left Facebook, with the company's former head of mobile VR, Max Cohen, departing the company this week.
Business/Marketing

Attend XRDC for an inside look at the design of Assassin's Creed VR escape rooms!  
by Staff [08.22.19]
Ubisoft has built some groundbreaking Assassin's Creed VR escape room games, and this October you'll have a chance to learn how they do it when XRDC arrives in San Francisco!
Business/Marketing, Design

Don't Miss: Surrendering control and trusting in players with Her Story 3
by Staff [08.21.19]
For Her Story developer Sam Barlow, surrendering his story to players was a mental hurdle he had to overcome as a writer. But it seems to have paid off.
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

DayZ has ban lifted in Australia following modification 2
by Chris Kerr [08.21.19]
DayZ has been re-approved for release in Australia as a result of modifications made to the survival shooter by developer Bohemia Interactive.
Business/Marketing, Console/PC


The first week of a Kickstarter 1
by Nic Rutherford [08.22.19]
More information about the Fringe Planet Kickstarter - a week into the adventure
Business/Marketing, Social/Online

How to Fail in F2P Mobile Games Publishing, Part 1  
by Matthew Emery [08.22.19]
95% of mobile F2P games are unprofitable. In this series of articles, I’ll share my insights on the most common reasons why mobile games don’t reach profitability. To kick things off, let’s start with: starting development without a clear business c
Business/Marketing, Design, Production, Smartphone/Tablet

Aesthetic-Driven Development: creating Merchant of the Skies from announcement to Early Access launch  
by Vladimirs Slavs [08.21.19]
In October 2018, I’ve told her, Helen, to just draw whatever she wants and put it on twitter. Ten months later, we have published our game, Merchant of the Skies, our best game so far, into early access. It is a direct result of that decision.
Business/Marketing, Programming, Production, Indie

How to Gear Up for iOS 13 to Get Noticed by Apple  
by Kate AppFollow [08.21.19]
In September, Apple traditionally refreshes its branded operating system. As promised, we will get the dark theme, Apple Watch App Store, reduced sizes of apps and their updates, sign in with Apple, and more.
Business/Marketing

Game stores: you need more real-time charts!  
by Simon Carless [08.20.19]
Why don't all video game stores have prominent, detailed real-time charts showcasing new & trending games using actual sales, versus obfuscating them under 'featured' titles or complex menu navigation?
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

Game as a Service: launch models and monetization approaches  
by Oleg Poroshin [08.20.19]
An article about launch models, distribution, and a number of approaches to monetization for Game as a Service. Also some recommendations for successful project management.
Business/Marketing, Design, Console/PC, Serious, Smartphone/Tablet


Sparx* - Virtuos Vietnam — Ho Chi Minh, Vietnam
[08.23.19]
Lead Real-time VFX


Wargaming Sydney — Sydney, New South Wales, Australia
[08.23.19]
Lead Game Designer


Square Enix Co., Ltd. — Tokyo, Japan
[08.23.19]
Experienced Game Developer


Sony PlayStation — San Mateo, California, United States
[08.22.19]
Head of Global Portfolio and 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
[08.22.19]
Sr. Character Artist


Cold Iron Studios — San Jose, California, United States
[08.22.19]
Principal Character Artist


Cold Iron Studios — San Jose, California, United States
[08.22.19]
Senior Content Designer


iGotcha Studios — Stockholm, Sweden
[08.22.19]
(Senior) Unity Developer


Cold Iron Studios — San Jose, California, United States
[08.21.19]
Senior Systems Designer


Wizards of the Coast — Renton, Washington, United States
[08.21.19]
Lead Client Software Engineer
Lead Client Software Engineer