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January 23, 2020
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Don't Miss: A deep dive into how Nex Machina creates and maintains tension 1
by Staff [01.23.20]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the 'knife's edge'."
Design, Programming, Production, Indie

Video: Tips for developing forward-facing rigs, tools and pipelines  
by Staff [01.23.20]
In this 2018 GDC session, Creative Assembly's Michael Malinowski presents the company's approach to building and utilizing a version-centric plugin architecture during production.
Production, Console/PC, Video, Vault

Doom Eternal dev team were 'crunching pretty hard' during 2019  
by Chris Kerr [01.23.20]
"We were crunching pretty hard most of last year. It goes in phases. We'll have one group of people crunching so the next group of people are teed up properly"
Business/Marketing, Production, Console/PC

Gabby DaRienzo wants to talk about burnout  
by Staff [01.23.20]
Game dev and artist Gabby DaRienzo opens up a bit about what you can expect to get from her GDC 2020 talk on overcoming creative block, and why it's so important for game devs to talk about burnout.
Production, Art, Indie, GDC

Blog: Tips for time tracking In 2020  
by Gamasutra Community [01.22.20]
Game development veteran Niklas Gray outlines his plans for time tracking in 2020.
Business/Marketing, Production

Current Prison Architect developer Double Eleven opens Malaysian office  
by Chris Kerr [01.22.20]
British developer-publisher Double Eleven has opened its first overseas office in Kuala Lumpur, Malaysia.
Business/Marketing, Production, Console/PC


From a prototype to one of the biggest idle games in 3 years – postmortem  
by Rok Jesenicnik [01.23.20]
Enjoy a postmortem look at development of Gamex Studio's first military game War Clicks!
Business/Marketing, Programming, Production, Indie, Social/Online

Part 5, Putting into play - On organizing thoughts and feelings  
by Katarina Gyllenback [01.23.20]
How to organize and direct your thoughts and feelings from a narrative and cognitive perspective in the design of an engaging and dynamic game system. What to keep an eye on when initiating the design process to avoid constraints and pitfalls.
Business/Marketing, Design, Production

How we made it: Five Hoops  
by Voodoo Games [01.23.20]
The key to great Hyper-casual games is a great team. I discuss how we turned Five Hoops into success, and why your team is the best asset you have.
Production, Smartphone/Tablet

Kliuless #65: The X  
by Kenneth Liu [01.23.20]
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

PixelCast 21, Meetup, Andrew Scott Hollis, Jeweler's Dozen...  
by Jeremy Alessi [01.23.20]
In episode 21, Jeremy comes to you from the January PixelFest Devs meetup at Circuit Social in downtown Norfolk and chats with Andrew Scott Hollis about his physical/board game Jeweler's Dozen, a killer LARP in Philadelphia...
Business/Marketing, Design, Production, Indie, Social/Online

Criticism of Modern Star Wars Games  
by Kyal Atkins [01.22.20]
The problem with almost all Star Wars games, and what needs to be changed. If you're a game designer, pay attention!
Design, Production, Console/PC


Square Enix Co., Ltd. — Tokyo, Japan
[01.22.20]
Experienced Game Developer


Yacht Club Games — Los Angeles, California, United States
[01.20.20]
Chief Operating Officer / Producer


Deep Silver Volition — Champaign, Illinois, United States
[01.16.20]
Principal Writer


Sony PlayStation — San Mateo, California, United States
[01.16.20]
Digital Analytics and Monetization Manager (Esports)
As Sony Interactive Entertainment continues to help partners understand game-level engagement and revenue through data-driven analysis, our Digital Analytics and Monetization Group is looking for a talented team member to utilize his or her deep passion and knowledge of video games and the Esports industry to support the Esports / Competitive gaming Team (ES/CG) in their quest to maximize PlayStation’s impact to its partners within Esports. In this role, you will need to drive narrative, solve ambiguous problems, and communicate extremely effectively in order to be able to evangelize and champion Esports across PlayStation up to the Executive level. You must thrive in a fast-paced environment, possess a high level of intellectual curiosity, and have the ability to work cross-functionally and present findings autonomously. The position is based at our San Mateo office and involves close coordination with members of the Partner Strategy and Analytics and ES/CG teams in the US, London, and Japan. You will report to the Global Head of Digital Analytics and Monetization and will be the primary key thought partner for the PlayStation Esports / Competitive Gaming business. Projects will range on identifying key consumer behaviors and advising PlayStation on how to optimize its Esports strategy in conjunction with its partners across all game genres. You will drive thought leadership in regards to all strategy and data-driven aspects of PlayStation Esports.

nWave Digital — Forest Brussels, Belgium
[01.14.20]
Animation Supervisor Role


Manticore Games — 94404, California, United States
[01.10.20]
Senior Digital Content Producer