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April 8, 2020
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Blog: Designing the art of Damaged In Transit  
by Gamasutra Community [04.08.20]
A deep dive into the process of designing/animating all of the in-game elements from our new puzzle game, Damaged In Transit.
Design, Art

Designing around panic in The Walking Dead: Saints & Sinners  
by Aron Garst [04.08.20]
"We wanted you to be on the razor's edge of death at all times, that's what makes survival horror good," says The Walking Dead: Saints & Sinners director Todd Adamson.
Design

Get a job: Be a Gameplay Designer at Remedy Entertainment  
by Staff [04.07.20]
The team at Control developer Remedy Entertainment seek a Gameplay Designer to take a key role on a project currently in development at the studio's offices in Finland.
Design, Console/PC, Recruitment

Video: Overcoming creative block on Super Crush KO  
by Staff [04.07.20]
In this 2020 GDC virtual talk, DrinkBox Studios' Gabby DaRienzo talks about her experience with a year-long creative block, how she overcame it, and how it affected her work on Super Crush KO.
Design, Art, Indie, Video, Vault

Game discoverability: to demo, or not to demo?  
by Simon Carless [04.07.20]
How should you position your game demo on Steam? We look at a couple of options, as well as a whole bunch of other news around game discoverability - how people find and play your game.
Business/Marketing, Design, Production, Console/PC, Indie

Blog: A/B tests for analyzing live ops  
by Gamasutra Community [04.07.20]
How to choose the right metric to run an A/B test. What options do you have while testing (just A and B or multiple variants). Important notes on preparing a sample for the test.
Design, Production


Designing the art of Damaged In Transit  
by Diego Garcia [04.07.20]
A deep dive into the process of designing/animating all of the in-game elements from our new puzzle game, Damaged In Transit.
Design, Art, Indie

Hang Line Postmortem Part 1 - How pirates made my game successful  
by Ed Kay [04.07.20]
The story of how indie game Hang Line was created, from concept to launch. How I learnt new skills, cut corners, struggled with anxiety and ignored advice to find my own personal journey to success. And also how piracy can sometimes not be a bad thing!
Business/Marketing, Design, Production, Art, Indie, Smartphone/Tablet

The Battle of the Gut  
by Timothy Ryan [04.07.20]
The Evolution of Design in the Video Game Industry as Product Managers join the game teams
Design

Game discoverability: to demo, or not to demo?  
by Simon Carless [04.06.20]
How should you position your game demo on Steam? We look at a couple of options, as well as a whole bunch of other news around game discoverability - how people find and play your game.
Business/Marketing, Design, Production, Console/PC, Indie

Immersion and gameplay design in Rover Mechanic Simulator  
by Jacek Wyszynski [04.06.20]
It is difficult to force yourself to change a lightbulb, but when some screws get loose in a rover, it can keep you occupied for hours. What makes fixing digital vehicles in Rover Mechanic Simulator so compelling and satisfying?
Design, Production, Console/PC, Indie

Video game law update: cases involving NBA 2K, Call of Duty and Fortnite  
by Paul Lanois [04.06.20]
The past few days have been incredibly packed in terms of developments relating to video game law in the United States. Let's take a look at each of these cases to better understand what game developers can or cannot do.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Remedy Entertainment — Espoo, Finland
[04.08.20]
Senior UX Designer


Visual Concepts — Agoura Hills, California, United States
[04.07.20]
Software Engineer - Generalist


Visual Concepts — Foothill Ranch, California, United States
[04.07.20]
Software Engineer


Visual Concepts — Agoura Hills, California, United States
[04.07.20]
.Net Game Tools Engineer


Visual Concepts — Foothill Ranch, California, United States
[04.07.20]
Senior VFX Artist


Remedy Entertainment — Espoo, Finland
[04.07.20]
Senior Gameplay Designer


Remedy Entertainment — Espoo, Finland
[04.07.20]
Gameplay Designer


Skyhook Games — Liverpool, England, United Kingdom
[04.06.20]
Game Designer


Infinity Ward — Woodland Hills, California, United States
[04.06.20]
MP Game Designer (Scripter)
Infinity Ward, developer of Call of Duty: Modern Warfare, is seeking an experienced Technical Multiplayer Designer that is looking to create innovative gameplay systems, fun over the top game-modes and visceral in-game moments for an exciting new project. Applicants should have the ability to show game-modes or gameplay systems that you have personally scripted for an existing title or personal project.

Infinity Ward — Woodland Hills, California, United States
[04.06.20]
Technical UI Designer (Temporary)
Infinity Ward is currently seeking a temporary Technical UI Designer to work on Call of Duty Modern Warfare!