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August 13, 2020
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Blog: Analysing the level design in The Witcher 3: Wild Hunt  
by Gamasutra Community [08.13.20]
A level design breakdown of one of the most iconic levels of The Witcher 3: Wild Hunt, Oxenfurt. Methods and production processes for recreating a level inside UE4.
Design, Console/PC

Video: Speedrunning Skyrim with Skyrim dev Jonah Lobe  
by Staff [08.12.20]
See how runners find the tricks that developers use to make the game functional in order to beat the game at top speeds in this GDC Summer session, now up for free on the official GDC YouTube channel!
Design, Art, Console/PC, Video, Vault

Get a job: Join Airship Syndicate as a Mid to Senior Worldbuilder  
by Staff [08.12.20]
We're currently working on an unannounced PC/console title (with an exciting pedigree), and need help bringing the game world to life.
Design, Recruitment

Don't Miss: Designing the weapon-crafting system of Mercenary Kings 10
by Staff [08.12.20]
I'm going to explain a challenge we had when developing the weapon customization system, and how we solved it. This question was this: "How do we define and balance all stats for 300 gun parts?"
Design, Console/PC, Indie

GDC reveals upcoming virtual program, 2021 event lineup  
by Staff [08.12.20]
Game Developers Conference 2021 will be a hybrid physical/virtual event taking place online and at the Moscone Center in San Francisco in July next year.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Blog: Scope - Choose A Target! Focus! Shoot!  
by Gamasutra Community [08.12.20]
This is the first of a series of articles about Scope, where I try to pass on some of my knowledge on the topic and some mechanisms that help control it.
Design, Console/PC


ImMortal Mystique: Mortal Kombat's John Tobias on the Creation and Evolution of a Franchise  
by David Craddock [08.13.20]
John "Saibot" Tobias talks to Arcade Perfect author David L. Craddock about creating the lore and visual style that defined early entries in the Mortal Kombat franchise.
Design, Console/PC

Variation and Fragmentation in Game Music: Game Composers and the Importance of Themes (Pt. 3)  
by Winifred Phillips [08.13.20]
Third of a five-part article series based on composer Winifred Phillips' talk during the GDC 2020 online conference in March: "From Assassin's Creed to The Dark Eye: The Importance of Themes." Included: a discussion of fragmentation and variation.
Audio, Design, Production, Console/PC, Indie, Social/Online

Level Design Analysis: Oxenfurt level in The Witcher 3: Wild Hunt  
by Eduardo Tassi [08.12.20]
Level Design breakdown of one of the most iconic levels of The Witcher 3: Wild Hunt, Oxenfurt. Methods and production processes for recreating a level inside UE4.
Design, Console/PC

The Dark Souls Design of Doom Eternal  
by Josh Bycer [08.12.20]
Doom Eternal's design makes it stand out from other FPS, and today, we're going to talk about how action games and Dark Souls made it into its design.
Design, Console/PC

Pandemic Impacts: How are you feeling today?  
by Andre Faure [08.12.20]
I’m feeling so-so. Yesterday was better than today, and I have no idea how I’m going to feel tomorrow. I’m self-quarantined for almost 6 months, since March 17th. I have the privilege, like many of us in the games industry, to function 100% at home.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Patreon Update 4 - King of Crabs success, new projects, prototyping  
by Andrew Smith [08.11.20]
We dive into some real behind-the-scenes info on our next project, plans for our existing games, King of Crabs success and plans for the future, as well as thoughts on community management as work for hire.
Business/Marketing, Design, Indie


Airship Syndicate — Austin, Texas, United States
[08.11.20]
Senior VFX Artist


Airship Syndicate — Austin, Texas, United States
[08.11.20]
Mid to Senior Worldbuilder - Unreal Engine


Disbelief — Chicago, Illinois, United States
[08.10.20]
Senior Technical Artist
Senior Technical Artist

iGotcha Studios — Stockholm, Sweden
[08.10.20]
Senior Game Designer


Plarium Michigan Studio LP — San Mateo, California, United States
[08.07.20]
UX Designer
Rumble Games was founded in 2011 and is located in San Mateo, California. The studio is home to a tight-knit team of professionals whose mission is to create the most engaging and fulfilling mobile game experiences on the planet. We are focused on combining the best of AAA game graphics and design with free-to play accessibility. We are passionate about collaboration and iteration to create games that will surprise and delight our players.

The Savannah College of Art & Design — Savannah, Georgia, United States
[08.06.20]
Chair of Visual Effects
Chair of Visual Effects

innogames — Hamburg, Germany
[08.03.20]
Junior Game Designer - Level Design - New Mobile Game


innogames — Hamburg, Germany
[07.23.20]
UI/UX Designer


Velan Studios — Troy, New York, United States
[07.17.20]
UX Designer