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April 17, 2021
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Don't Miss: How Rogue Legacy handles tutorials without being boring 5
by Staff [04.16.21]
How do you teach players how to play your game without getting bogged down in boring tutorials? Rogue Legacy developer Teddy Lee shares his secrets.
Design, Console/PC, Indie

Blog: 7 nudges and manipulative techniques present in Undertale 2
by Gamasutra Community [04.16.21]
This brief article will highlight 7 major manipulations found inside Undertale, and how they influence the player's experience.
Design, Console/PC, Indie

See how Sucker Punch brought the island of Tsushima to life at GDC 2021  
by Staff [04.15.21]
Sucker Punch's Parker Hamilton will be breaking down the systems that power Ghost of Tsushima's open world at the all-digital GDC 2021!
Design, Console/PC, GDC

Why TikTok matters for game discovery 2
by Gamasutra Staff [04.14.21]
TikTok - the shortform video social app which sports hundreds of millions of MAUs worldwide - can be a boon for the right type of game. We explain how within.
Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Don't Miss: Creating the inviting mini-world of Animal Crossing 4
by Staff [04.14.21]
In this classic 2013 interview, Gamasutra sits down with Nintendo producer Katsuya Eguchi -- also the producer of the Wii Sports series -- to ask him some questions about the design of Animal Crossing.
Design, Console/PC, Social/Online

Blog: Going indie in the midst of a pandemic  
by Gamasutra Community [04.14.21]
This blog post is a look back at our experience during the first year of going indie at Gerdoo Games. This transition happened at the height of the pandemic.
Business/Marketing, Design


Game Dev Digest Issue #90 - Find Out What's New  
by Mike Marrone [12.31.69]
Game Dev Digest Issue #90 - Find Out What's New. The latest from the free weekly Unity3d/gamedev newsletter.
Design, Programming, Production, Art, Console/PC, Serious, Indie, Smartphone/Tablet

7 Nudges & Manipulative Techniques present in Undertale 2
by Mattia Podini [12.31.69]
This brief article will highlight 7 major manipulations found inside Undertale, and how they influence the player's experience.
Design, Console/PC, Serious, Indie

Composer Interview: Examining the Craft of Video Game Music Composition  
by Winifred Phillips [12.31.69]
In this partial transcript of an online Q&A, video game music composer Winifred Phillips describes her process for several projects - including Spyder, Shrek the Third, Shattered State, and Assassin's Creed Liberation.
Audio, Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR

Why TikTok matters for game discovery 2
by Simon Carless [12.31.69]
TikTok - the shortform video social app which sports hundreds of millions of MAUs worldwide - can be a boon for the right type of game. We explain how within.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, VR

Classifying Pay to Win Design in Today's Market  
by Josh Bycer [12.31.69]
My fifth book is starting to take shape, and it's giving me the chance to revisit the topic of Pay to Win Design. For today, I want to discuss the three clear signs that a game is pay to win.
Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet

What if Bioshock Infinite was an Open World?  
by Mattia Beffa [12.31.69]
How would Bioshock Infinite work in an Open World context? What would the world rules be? How could designer drive the player? Let's find out
Design, Production, Console/PC, Serious


Johnny Carson Center for Emerging Media Arts — Lincoln, Nebraska, United States
[04.16.21]
Assistant Professor of Emerging Media Arts (Virtual Production)


Airship Syndicate — Austin, Texas, United States
[04.16.21]
Senior Character Artist


Sony PlayStation — San Francisco, California, United States
[04.15.21]
Sr. Product Manager, Player Engagement & Social Experiences
Sr. Product Manager, Player Engagement & Social Experiences

Sony PlayStation — San Francisco, California, United States
[04.15.21]
Sr. Director, UX Design
Sony PlayStation is looking for a Sr. Director, Product Design. This person is a key member of the UX Design leadership team and is responsible for the design of signature PlayStation experiences on and off console. This will give you the opportunity to drive world-class execution in interaction and visual disciplines. This position is focused on the core gameplay and community integration functionality at the heart of PS5 and on mobile.

Deep Silver Volition — Champaign, Illinois, United States
[04.15.21]
Senior Technical Designer


Remedy Entertainment — Espoo, Finland
[04.15.21]
Senior Level Designer (Vanguard)


Deep Silver Volition — Champaign, Illinois, United States
[04.14.21]
Mission Designer


Insomniac Games — Burbank, California, United States
[04.14.21]
Senior Designer
Insomniac Games - Sr. Designer

University of the Incarnate Word — San Antonio, Texas, United States
[04.14.21]
Assistant Professor or Instructor of 3D Animation


Insomniac Games — Burbank, California, United States
[04.13.21]
Narrative System Designer
Insomniac Games - Narrative Systems Designer