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October 22, 2019
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Paring down the elegant control scheme of Sayonara Wild Hearts  
by Diego Arguello [10.22.19]
Simon Flesser of Simogo outlines how his team kept controls simple, and resisted the temptation of over-complication, when designing the controls of the gorgeous action game Sayonara Wild Hearts.
Design, Console/PC, Indie, Smartphone/Tablet

GDC YouTube Top 5: No More Robots' Mike Rose  
by Kris Graft [10.22.19]
In this monthly series we invite brilliant people from the game industry to curate their top 5 videos from the GDC YouTube archive. This month: Mike Rose of Hypnospace Outlaw publisher No More Robots.
Business/Marketing, Design, Console/PC, Indie, GDC

Making beautifully personal games with Nina Freeman - GDC Podcast ep. 3  
by Kris Graft [10.17.19]
Nina Freeman is a designer at Tacoma developer Fullbright, and is also known for making intensely personal games like Cibele. She joined us to talk about how she takes autobiographical topics and turning those into brilliantly evocative games.
Design, Indie, GDC, Podcast

Downscaling, upscaling, same-scaling: Porting to Switch and under-powered consoles 2
by Andrew King [10.18.19]
We chatted with some of the top porting houses and the author of Arcade Perfect to find out the current state of porting games to Nintendo's immensely popular Switch.
Design, Programming, Production, Console/PC, Indie

Video: How to lead a healthier, more effective game dev team  
by Staff [10.22.19]
In this 2019 GDC session, CheckPoint's Jennifer Hazel discusses different models of workplace psychology and how understanding them can help game devs build healthier, more effective working habits.
Production, Console/PC, Indie, Smartphone/Tablet, Video, Vault

Don't Miss: How Outer Wilds piques curiosity in an ambivalent solar system 1
by Kris Graft [10.22.19]
Outer Wilds is a game whose universe makes you feel small - like a cog in a gargantuan wind-up clock. It's a universe that's ambivalent to your existence; one that shrugs at your presence and absence alike.
Design, Indie

Don't Miss: 7 influential immersive sims that all devs should play 5
by Richard Moss [10.21.19]
Gamasutra checks in with some devs from around the industry to highlight some key games in the genre that all developers should study, in an effort to understand the strengths of the immersive sim.
Audio, Design, Art, Console/PC, Indie

Video Game Deep Cuts: Fortnite's End In Jedi's Order 1
by Gamasutra Staff [10.19.19]
This week's highlights include the end (and resurrection) of Fortnite, an early look at Star Wars Jedi: Fallen Order, plus games from Manifold Garden to Killer Queen Black & Disco Elysium.
Design, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming

Scale is A Giant Problem  
by Gregory Pellechi [10.22.19]
Being big isn’t all it’s cracked up to be, as we've learned in developing A Giant Problem. And has necessitated some design solutions that don’t immediately present themselves. Here’s a design breakdown.
Design Indie VR

Why Squeaky Wheel Decided to Publish Ruinarch  
by Ryan Sumo [10.22.19]
More than chasing profits, we explore other reasons why Squeaky Wheel wanted to publish another local studio's game.
Business/Marketing Indie

Pursuing Playability Part 1 -- Quality of Life  
by Josh Bycer [10.21.19]
For this multi-part piece, we're going to be talking about how to improve playability in games, starting with quality of life features and improvements.
Design Console/PC Serious Indie Social/Online Smartphone/Tablet VR

Indie Postmortem: Sydney Hunter and the Curse of the Mayan (2019)  
by John Lester [10.21.19]
Sydney Hunter was released on the Switch and Steam, and our first game released for modern platforms. As co-owner and head of marketing, I share my experience developing this game, and how it went from going from an NES game to modern platforms.
Business/Marketing Design Programming Production Console/PC Indie

Top Ten Best Board Game Apps 2019  
by Michael Heron [10.21.19]
There are a lot of board game apps out there, and it can be hard to find the ones worth playing. Here's our list of the ten that most deserve your attention.
Business/Marketing Design Production Console/PC Indie Social/Online Smartphone/Tablet

HB Studios — Lunenburg/Halifax, Nova Scotia, Canada
Experienced Software Engineer

Madison Wells Media — Los Angeles, California, United States
Social Media / Community Manager

Wevr — Venice, California, United States
Senior Software Engineer
Senior Software Enginer - UE4

Webster University, School of Communications — Saint Louis, Missouri, United States
Assistant Professor, Games and Game Design

DePaul University — Chicago, Illinois, United States
Assistant Professor in Game Design

Cryptic Studios — Los Gatos, California, United States
Senior Software Engineer

VirBELA — San Diego, California, United States
Backend Engineer