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October 22, 2020
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Devolver brings in head of licensing to put Fall Guys 'on the licensing map'  
by Chris Kerr [10.21.20]
Devolver Digital has named former Dunlop Sports licensing manager Fee Heyer as its new head of licensing.
Business/Marketing, Console/PC

Q&A: Designing for seasons in bumbling platform royale Fall Guys  
by Chris Kerr [10.20.20]
"With Fall Guys, one thing that’s fun is that we actually want inconsistent difficulty between stages -- we want players to have that 'oh shit' moment when Slime Climb turns up."
Design, Production, Console/PC, Video

Ex-Blizzard devs land $4.7m for new studio Frost Giant  
by Alissa McAloon [10.20.20]
A crew of former Blizzard developers have set up a new studio to develop real-time strategy games, and have landed $4.7 million in seed funding to get the effort off the ground.
Console/PC

Luna, Amazon's take on cloud-based gaming, launches in (limited) early access  
by Alissa McAloon [10.20.20]
Amazon's freshly announced Luna service is now available in early access, though that doesn’t mean that the cloud-based game streaming service is open to the general public.
Console/PC, Social/Online

What happened with Microsoft's Switch publishing experiments?  
by Gamasutra Staff [10.19.20]
This game discovery look examines an interesting area of research - how Microsoft playing nice with other platforms looks to have been an attempt to extend the Xbox ecosystem to those very platforms.
Design, Console/PC, Indie

New non-profit Hit Save! wants to help preserve video games and their history  
by Chris Kerr [10.20.20]
A new video game preservation initiative has been launched in the form of Hit Save!, a registered non-profit dedicated to preserving video games and the history behind them.
Design, Production, Console/PC, Smartphone/Tablet

How the Nemesis system got an indie makeover in Star Renegades  
by Bryant Francis [10.19.20]
The Star Renegades developers discuss why they borrowed the Middle-earth series' Nemesis system for roguelike JRPG.
Design, Console/PC

Future PS5 updates will optimize cooling based on data from individual games  
by Alissa McAloon [10.19.20]
Now, thanks to a translation of a chat with 4Gamer (via ResetEra), we can learn a bit more about both how that cooling system came to be and how it'll evolve after the console's November launch.
Console/PC



We need to talk about Steam & China  
by Simon Carless [10.22.20]
What's going on with Steam in China, and what's going to happen in the future? Take a trip though the possibilities, the government licensing complexities, and more!
Business/Marketing Design Production Console/PC Indie

Screen Space Reflections in Blightbound  
by Joost van Dongen [10.22.20]
SSR is a fun technique for creating detailed, dynamic reflections in games. This post shows how I implemented SSR into Blightbound and how it works. It also goes into the tricks I used to make it have good performance, have fewer artefacts and look good.
Programming Console/PC Indie

Data Deep Dive: 'Meteorfall: Krumit's Tale' on Steam  
by Simon Carless [10.21.20]
Want lots of real-world Steam data (wishlists, actual revenue?) on Meteorfall: Krumit’s Tale, a deckbuilding roguelike title that recently launched out of Early Access. That's what we're giving you here!
Business/Marketing Design Production Console/PC Indie

The Dark Side Of Ray-Traced Ambient Occlusion (RTAO)  
by Ruben Torres Bonet [10.21.20]
In this post, you will learn the Unity secrets behind Ray-Traced Ambient Occlusion (RTAO). Let’s make your game look the way you intended.
Programming Art Console/PC Serious Indie VR

Will 4K/60fps Be The Next-Gen Standard? Not a Chance!  
by Daniel Camilo [10.21.20]
Marketing from both Sony and Microsoft want you to believe 4K/60fps will be the continuous standard for this next generation. However, once we get past all the cross-gen launch titles, expect a lot of performance diversity.
Business/Marketing Design Console/PC


Question — Tiburon, California, United States
[10.22.20]
Level Designer - Unreal - WFH


Disbelief — Cambridge, Massachusetts, United States
[10.22.20]
Junior Programmer, Cambridge, MA
Junior Programmer

Insomniac Games — Burbank, California, United States
[10.22.20]
Lead Environment Artist
Insomniac Games - Lead Environment Artist

Insomniac Games — Burbank, California, United States
[10.22.20]
Lead Outsourcing Artist
Insomniac Games - Lead Outsourcing Artist

Insomniac Games — Burbank, California, United States
[10.22.20]
Lead Level Designer
Insomniac Games - Lead Level Designer

Insomniac Games — Burbank, California, United States
[10.22.20]
VFX Artist
Insomniac Games - VFX Artist

Insomniac Games — Burbank, California, United States
[10.22.20]
Story Lead
Insomniac Games - Story Lead

Remedy Entertainment — Espoo, Finland
[10.20.20]
Senior Material Artist


Remedy Entertainment — Espoo, Finland
[10.20.20]
Development Manager (Xdev Team)


Remedy Entertainment — Espoo, Finland
[10.20.20]
Animation Director