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January 22, 2021
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Get a job: Join InnoGames as a Game Designer  
by Staff [01.21.21]
For a new unannounced game, InnoGames are looking for a Game Designer. Your task will be the design of new game features and the creation of new events for this game.
Design, Smartphone/Tablet, Recruitment

Don't Miss: The Cabal - Valve's design process for creating Half-Life 10
by Staff [01.21.21]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Design, Production, Console/PC

Steam 'prologues'... do they really help? 1
by Gamasutra Staff [01.21.21]
Steam prologues - those things where you take a short excerpt of your game and launch it on a completely separate Steam page? Are they a big booster of interest? Let's find out...
Business/Marketing, Design, Production, Console/PC, Indie

Here's what to expect from GDC Showcase  
by Staff [01.21.21]
Here's a quick breakdown of what kind of talks and sessions you can expect at GDC Showcase in March.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, GDC

New Masterclass addition: Susan O'Connor's narrative design course returns!  
by Staff [01.21.21]
Susan O'Connor returns with another GDC Masterclass session for narrative designers! Register now before seats are all gone.
Design, Console/PC, GDC

Blog: The scary secrets of horror design from Silent Hill 4 1
by Gamasutra Community [01.21.21]
We're revisiting Silent Hill for today's design post and how what many consider to be the start of the decline of the famous series still has essential lessons on horror design for modern titles.
Design, Console/PC


PART II: It's Time to Move Out of the Boogle House  
by Neil Schneider [12.31.69]
Cross-platform development is based on a Boogle House foundation that is beginning to creak from age, stress, and limits reached. In part two of this series, Neil Schneider highlights the risks in action and possible solutions.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Serious, Indie, Smartphone/Tablet, VR

Everything You Need to Know About LiveOps in 2021  
by Michael Moran [12.31.69]
The world of games today is unlike anything we’ve ever seen. Fast-moving. Boundary-pushing. Exploding with new features, new abilities, and new methods for keeping players engaged. Are you keeping up? The difference between a yes and no answer is simple
Business/Marketing, Design, Smartphone/Tablet

Steam 'prologues'... do they really help? 1
by Simon Carless [12.31.69]
We’ve been discussing Steam prologues again - you know, those things where you take a short excerpt of your game and launch it on a completely separate Steam page, but link back to your actual game’s page? Are they a big booster of interest?
Business/Marketing, Design, Production, Console/PC, Indie

The Scary Secrets of Horror Design From Silent Hill 4 The Room 1
by Josh Bycer [12.31.69]
We're revisiting Silent Hill for today's design post and how what many consider to be the start of the decline of the famous series still has essential lessons on horror design for modern titles.
Design, Console/PC, Indie

Evolution of Pokemon Designs - Sun and Moon  
by Caleb Compton [12.31.69]
This video discusses the design of Pokemon in the generation 7 games, Pokemon Sun and Moon. We discuss the new region, the major themes of these Pokemon, and the common design trends and motifs.
Design, Console/PC

Types of game currencies in mobile free-to-play  
by Javier Barnes [12.31.69]
Currencies are the pillar of any F2P in-game economy. But what types of currencies are out there, and which ones does your game need? In this article we examine the most widely used types of currency in mobile and f2p games.
Business/Marketing, Design, Social/Online, Smartphone/Tablet


Deep Silver Volition — Champaign, Illinois, United States
[01.21.21]
Senior Technical Designer


innogames — Hamburg, Germany
[01.21.21]
Game Designer - New Mobile Game


Talofa Games — Cupertino, California, United States
[01.20.21]
Lead Game Designer


Fingersoft — Oulu, Finland
[01.20.21]
Level & Content Designer


Airship Syndicate — Austin, Texas, United States
[01.20.21]
Mid to Senior Worldbuilder - Unreal Engine


Insomniac Games — Burbank, California, United States
[01.18.21]
Senior Designer
Insomniac Games - Sr. Designer

innogames — Hamburg, Germany
[01.18.21]
UI Artist - Forge of Empires


Square Enix, Inc. — El Segundo, California, United States
[01.15.21]
Senior Web Developer


Gunfire Games — Austin, Texas, United States
[01.15.21]
Senior Boss Designer


innogames — Hamburg, Germany
[01.15.21]
Game Designer - Forge of Empires