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October 19, 2020
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Don't Miss: How the developers of New Vegas took back Fallout 17
by Staff [10.19.20]
In this 2010 chat, Obsidian chief (and key team member on the original Fallout games) Feargus Urquhart discusses his team's approach to crafting Fallout: New Vegas and returning to their roots.
Design, Art, Console/PC

Blog: Shaders for beginners (with examples in OpenGL and Defold)  
by Gamasutra Community [10.19.20]
I had many problems with understanding shaders, but after getting a grasp - it is so easy, convenient and powerful! I present to you my twisted and very affordable guide.
Design, Production

How the Nemesis system got an indie makeover in Star Renegades  
by Bryant Francis [10.19.20]
The Star Renegades developers discuss why they borrowed the Middle-earth series' Nemesis system for roguelike JRPG.
Design, Console/PC

Don't Miss: Crafting GoNNER's modular abilities  
by Staff [10.16.20]
"I thought, what if your character's head is an item that you can pick up and use for stuff? And that naturally became having different kinds of heads, and obviously, they would give you different abilities."
Design, Console/PC, Indie

EA Motive boss: 'player autonomy' is key to studio's future  
by Bryant Francis [10.16.20]
EA Motive general manager Patrick Klaus discussed the studio's future with Gamasutra, indicating a shift toward "player autonomy" for its future games.
Business/Marketing, Design, Console/PC

Switch game discovery - look on the bright side?  
by Gamasutra staff [10.16.20]
With Switch game discoverability, perhaps everyone's pessimist side has been over-exposed. So here's why you should dig releasing on Switch! (And more discovery news.)
Business/Marketing, Design, Production, Art, Console/PC, Indie, Smartphone/Tablet


Shaping narrative and graphic through influences  
by Thomas Pagani [10.19.20]
An article about how various influences and references helped shaping the layered narrative of Team SolEtude's last release, Asobi.
Audio, Design, Production, Art

How to Lead Successful Playtesting Sessions for VR Games  
by Eleanor Wright [10.19.20]
​More players than ever before have access to VR, increasing the demand to create great VR experiences. Feedback from outside testers is essential to improve VR games, and there are various ways to ensure successful playtesting sessions...
Design, VR

Why Game Developers are Monetizing with Cash Tournaments  
by Nick Contino [10.19.20]
Monetizing your mobile game is often an exercise in sacrifice. How many ads can I insert before users stop playing? Instead, cash tournaments monetization is a relatively new model that allows developers to monetize mobile games without ads or IAP.
Business/Marketing, Design, Smartphone/Tablet

How to Become A Unity Developer (Complete Beginner's Guide)  
by Bernard Polidario [10.19.20]
Have you been researching how to become a unity developer or how to learn game development? If so, then you have come to the right place! Today, we will be taking a look at a variety of different topics that are closely related to game development.
Business/Marketing, Design, Programming, Console/PC, Serious, Indie

Beast Master - Development Update 12 - Procedural Dungeons  
by Olcay MANCILIKCILAR [10.16.20]
Greetings all! This week we started to work on our new procedural dungeon system.
Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet

Switch game discovery - look on the bright side?  
by Simon Carless [10.16.20]
When it comes to Switch discoverability, perhaps everyone's pessimist side has been over-exposed. Especially given some recent changes. Here's why you should dig releasing on Switch! (And more discovery news.)
Business/Marketing, Design, Production, Console/PC, Indie


Insomniac Games — Burbank, California, United States
[10.18.20]
Lead Engine Programmer
Lead Engine Programmer

Deep Silver Volition — Champaign, Illinois, United States
[10.16.20]
Junior Gameplay Programmer


Sucker Punch Productions — Bellevue, Washington, United States
[10.15.20]
Narrative Writer
DESIGN - Narrative Writer

Airship Syndicate — Austin, Texas, United States
[10.15.20]
Mid to Senior Worldbuilder - Unreal Engine


Airship Syndicate — Austin, Texas, United States
[10.15.20]
Senior VFX Artist


Question — Tiburon, California, United States
[10.15.20]
Level Designer - Unreal - WFH


The Behemoth — San Diego, California, United States
[10.14.20]
Experienced Network Programmer


Deep Silver Volition — Champaign, Illinois, United States
[10.12.20]
Narrative Designer


Gunfire Games — Austin, Texas, United States
[10.08.20]
Senior Boss Designer and Senior Combat Designer


Fingersoft — Helsinki or Oulu, Finland
[10.07.20]
Lead Game Designer