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December 2, 2020
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Get a job: Join Gameloft as a Lead Game Designer  
by Staff [12.01.20]
Gameloft Australia in Brisbane is seeking a passionate Lead Game Designer to join our professional team and deliver fresh experiences for players.
Design, Recruitment

Best of 2020: Rebuilding a classic in Age of Empires II: Definitive Edition  
by Staff [12.01.20]
Age of Empires II: Definitive Edition developer Bert Beeckman talks about the process of updating the original game and adding new content inspired by new civilizations.
Design, Art, Console/PC

Blog: Key ingredients for compelling video game characters  
by Gamasutra Community [12.01.20]
A checklist for building stronger characters, including tips and ideas on how to strengthen the player-protagonist connection in non-linear and less narrative-driven games.
Design, Production

Implementing raytraced shadows in The Riftbreaker  
by Gamasutra Community [12.01.20]
Implementing raytraced shadows in a game with an isometric point of view required us to find solutions to a lot of very specific problems. This article describes the process we used.
Design, Production

Sega unveils never-before-seen prototype 'Venus' handheld 1
by Chris Kerr [11.30.20]
Sega has pulled back the curtain on a prototype handheld called the Venus that served as the precursor to the Genesis Nomad.
Business/Marketing, Design, Console/PC, Video

IGF 2021 Update: Submissions will open next week  
by Staff [11.30.20]
Submissions for the 23rd annual Independent Games Festival will begin on December 7th.
Design, Console/PC, GDC, IGF

Indie History of Nimoyd: Two Friends and Their Search for that Awesome Whoa Whoa Game Idea  
by Rafael Wawer [12.01.20]
Nimoyd is not only a game – but an indie story about two friends who were searching for that one awesome game idea. When we almost gave up on Xmas 2018, it clicked. We quit freelancing in 2019. Today, a small team. But it started humble, with 2 friends.
Business/Marketing, Design, Production, Indie

Enemy settlements mechanics for car games  
by Hernan Smicht [11.30.20]
Elements we constructed for destroying and defending enemy bases by shooting from a car.
Design, Production, Indie

Make your game accessible with these tips  
by Laura del Pino from Rising Pixel [11.30.20]
All video games should be played by everyone regardless of their physical circumstances. We would like all video games to be accessible to everyone, so we've written this article with a number of tips to make games more accessible.
Design, Programming

A Post Mortem about non-mechanical Games  
by Rafael Branco [11.30.20]
When and how games evolved to have clear-cut objectives? How this affects creativity of sensation-driven games? This post explores how feelings can be a driven force in games, not only mechanics and objectives.
Design, Serious

Game Dev Digest Issue #72 - Patterns, Multiplayer, Animations and more  
by Mike Marrone [11.30.20]
Game Dev Digest Issue #72 - Patterns, Multiplayer, Animations and more. The latest from the free weekly Unity3d/gamedev newsletter.
Design, Programming, Production, Art, Console/PC, Serious, Indie, Smartphone/Tablet, VR

Raytraced shadows implementation in The Riftbreaker  
by Piotr Bomak [11.30.20]
Implementing raytraced shadows in a game with an isometric point of view required us to find solutions to a lot of very specific problems. This article describes the process we went through and what we gained from implementing raytracing.
Design, Programming, Art, Console/PC, Serious, Indie

innogames — Hamburg, Germany
Game Designer - New Mobile Game

Deep Silver Volition — Champaign, Illinois, United States
Senior Technical Designer

Sucker Punch Productions — Bellevue, Washington, United States
Narrative Writer

Gameloft Australia Pty Ltd — Brisbane, Queensland, Australia
Lead Game Designer

Airship Syndicate — Austin, Texas, United States
Senior VFX Artist

Airship Syndicate — Austin, Texas, United States
Mid to Senior Worldbuilder - Unreal Engine

Atlas Mission, by Learning Yogi (*** Award-Winning Edtech Startup ***) — Anywhere, Remote, Remote
Senior Game Designer

innogames — Hamburg, Germany
Concept Artist - New Mobile Game

Insomniac Games — Burbank, California, United States
Senior Designer
Insomniac Games - Sr. Designer

Lawrence Technological University — Southfield, Michigan, United States
Assistant Professor of Game Design – Tenure-Track