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August 23, 2019
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Using UI as a means to tell a story, convey emotion, and create personality
by Nathalie Lawhead [08.23.19]
Throughout development of the Electric Zine Maker I’ve been trying to find some time to finally talk about UI, and how important it is to view it as part of your world building.
Design, Console/PC

Video: Inside the transmedia storytelling of Final Fantasy XV  
by Staff [08.22.19]
In this 2017 GDC talk, Square Enix's Dan Inoue discusses what rules were made and broken to maintain a cohesive, coherent narrative in Final Fantasy XV.
Design, Console/PC, Video, Vault

Don't Miss: Taking the sting out of failure in Supergiant's Pyre 2
by Staff [08.22.19]
"In life, we all learn through failure and not just through success. It was important for our characters to survive these confrontations and face their adversaries again." - Greg Kasavin, Creative Director at Supergiant.
Design, Console/PC, Indie

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

Blog: Creating Merchant of the Skies from announcement to Early Access launch  
by Gamasutra Community [08.22.19]
In October 2018, I told my partner Helen to draw whatever she wants and put it on Twitter. Ten months later, we have just published Merchant of the Skies. Here's how it happened.
Design

How we balanced our game for beginners and for pros 1
by Gamasutra Community [08.22.19]
This blog post discusses three approaches to fixing beginner balance that we've used in Awesomenauts and Swords & Soldiers 2.
Design


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

The Moral of the Story: Designing Moral Decisions in Games (Repost)  
by Caleb Compton [08.21.19]
A look at why moral choices in games often don't feel impactful, and how they can be done better.
Design

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

Are Video Games Glorifying Alcoholism? 1
by Jori Hamilton [08.20.19]
Over 65 percent of American adults play video games. Since this population is primarily adults, it's to be expected that many have adult themes, such as drinking, drug use, and sex. Do video games glorify substance abuse and alcoholism?
Business/Marketing, Design, Programming, Console/PC, Indie, VR

Kliuless #45: Esports Expands  
by Kenneth Liu [08.19.19]
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


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


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


Street Smarts VR — San Antonio, Texas, United States
[08.21.19]
Senior Producer/Game Designer


The Walt Disney Company — Glendale, California, United States
[08.21.19]
Game Designer, Creative Development


Wargaming Mobile — Berlin, Germany
[08.21.19]
Lead Producer


iGotcha Studios — Stockholm, Sweden
[08.20.19]
Senior Game Designer


Wargaming Sydney — Sydney, New South Wales, Australia
[08.16.19]
Lead Game Designer


Sucker Punch Productions — Bellevue, Washington, United States
[07.30.19]
QA Manager
QA Manager

Hi-Rez Studios — Brighton, England, United Kingdom
[07.25.19]
Unannounced Game - QA Analyst