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June 26, 2019
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Game Design Deep Dive: Making the 100(!) endings of Reventure  
by Javi Cepa [06.26.19]
Javi Cepa explains the design challenges in making Reventure, a Steam success that has 100 different endings.
Design, Console/PC, Indie, Video

Microsoft, Nintendo, and Sony pen letter against Trump's game console tariff  
by Alissa McAloon [06.26.19]
Microsoft, Nintendo, and Sony argue that the disproportionate harm caused by these tariffs to U.S. consumers and businesses will undermine--not advance--" the administration's goals.
Console/PC

QA bears the brunt of Treyarch's crunch and culture issues, say staff 1
by Alissa McAloon [06.26.19]
The article shares stories about crunch across the studio, but the brunt of the issues brought up in Kotaku’s story are faced on a day to day basis by those working in Treyarch's QA department.
Production, Console/PC

Sponsored: How Lord of the Rings Online cranked up store conversions  
by Xsolla [06.24.19]
Here are some best practices that, alongside a partnership with Xsolla, helped Lord of the Rings Online developer Standing Stone Games level up their store conversions and prevent fraud.
Business/Marketing, Console/PC, Social/Online

Building interesting emergence in Dying Light 2 1
by Bryant Francis [06.25.19]
Lead game designer Tymone Smektala explains how a 50 percent completion rate for Dying Light has helped push Techland into making an emergent, choice-driven sequel.
Design, Console/PC, E3, Video

Valve launches VR Portal spinoff Aperture Hand Lab  
by Alissa McAloon [06.25.19]
Valve has launched Aperture Hand Lab, a VR-based spinoff of the Portal series intended to teach VR newbies the ins-and-outs of the Index’s offerings.
Console/PC

Tel Aviv is now home to Nintendo's second official store  
by Alissa McAloon [06.25.19]
Nintendo has opened up its second official Nintendo Store, this time in a shopping mall in Tel Aviv, Israel.
Console/PC

Video: Tips on art directing VFX for stylized games  
by Staff [06.25.19]
In this 2017 GDC talk artists from Double Fine, Epic Games, and more discuss methods for establishing the artistic pillars of your game's VFX, using specific examples from iconic games!
Design, Art, Console/PC, Indie, Video, Vault



How Rare Automates Testing for AI (and More) in Sea of Thieves (Part 4 of 4)  
by Tommy Thompson [06.26.19]
How Rare playtest Sea of Thieves using automated testing, enabling over 100 internal deployments before public launch.
Design Programming Production Console/PC

Expanding Midgar – Simple Solutions for Satisfying Postgame Content  
by Joshua Hallaran [06.26.19]
Using Final Fantasy VII Remake as a framework for discussion, this post examines some of the ways developers can add value to their RPG beyond the core narrative! Consider simple ideas that can be applied when designing your own endgame/postgame content.
Design Console/PC Indie

Charting Through Pacing of Uncharted 2. Part 1 - Pacing Principles 2
by Stanislav Costiuc [06.25.19]
Uncharted 2 has some of the most exceptional pacing in action/adventure video games. Let's take a look at what that means and how the game achieves it.
Design Console/PC

The Difficulty Dilemma Part 2  
by Caleb Compton [06.24.19]
Last week I looked at whether modern games were too easy, and some of the considerations designers should keep in mind regarding adding difficulty options. This week I am going to look at different ways to add difficulty to your game, and some to avoid.
Design Console/PC Serious

Video Game Deep Cuts: My Friend Pedro's Elite Beat Agent  
by Simon Carless [06.22.19]
This week's roundup includes a look at breakout indie action game My Friend Pedro, a much-deserved history of the excellent Elite Beat Agents series, on Mordhau's surprisingly hot debut & classic interviews/retrospectives around Tetris & Sam and Max.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR


Insomniac Games — Burbank, California, United States
[06.26.19]
Lead Material Artist
Insomniac Games - Lead Material Artist

Digital Extremes Ltd. — London, Ontario, Canada
[06.26.19]
Senior Lighting Artist


Yacht Club Games — Marina del Rey, California, United States
[06.25.19]
Marketing / Community Manager


Behaviour Interactive — Montreal, Quebec, Canada
[06.25.19]
Senior Game Designer


Disbelief — Chicago, Illinois, United States
[06.25.19]
Junior Programmer, Chicago
Junior Programmer

Disbelief — Chicago, Illinois, United States
[06.25.19]
Senior Programmer, Chicago
Senior Programmer

Electronic Arts — Madrid, Spain
[06.25.19]
EA Sports Madrid - UI Software Engineer
The UI Software Engineer will be focused on UI and Feature programming for multiple game modes for the NBA LIVE/Madden franchises.

Disbelief — Cambridge, Massachusetts, United States
[06.24.19]
Senior Programmer, Cambridge, MA
Senior Programmer

Insomniac Games — Burbank, California, United States
[06.21.19]
User Experience Researcher
User Experience Researcher responsible for assisting in designing and conducting user experience research studies.

Square Enix Co., Ltd. — Tokyo, Japan
[06.20.19]
Experienced Game Developer