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January 20, 2021
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Game platform deep-dive: from NeuroVoider to ScourgeBringer  
by Gamasutra Staff [01.18.21]
The latest GameDiscoverCo article looks at Flying Oak Games' deep-dive data on NeuroVoider & ScourgeBringer's multi-platform game performance - revenue source by revenue source!
Business/Marketing, Design, Production, Console/PC, Indie

How did Rust make $1 million in Steam revenue in a day - twice?  
by Gamasutra Staff [01.13.21]
Wouldn’t it be nice to make $1 million gross on your Steam game.. in one day? Maybe many, many years after your game originally came out? That's what Rust did the other week. Twice. But how?
Business/Marketing, Design, Production, Console/PC, Indie

Don't Miss: A Bloodstained Q&A with Koji 'Iga' Igarashi  
by Staff [01.14.21]
Legendary game developer Koji "Iga" Igarashi of Castlevania: Symphony of the Night fame answers our questions about the making of his latest game, Bloodstained: Ritual of the Night.
Business/Marketing, Design, Console/PC, Indie

Nova Drift: the making of a Steam holiday 'sleeper' hit 1
by Gamasutra Staff [01.11.21]
Nova Drift - arcade space combat roguelite, Geometry Wars meets Asteroids meets randomly generated ‘runs’ - had a really good holiday season sales-wise. But why? We look into it.
Design, Production, Console/PC, Indie

GDC 2021's Core Concepts submissions are closing today  
by Staff [01.11.21]
Today is the last day to submit your talk for GDC 2021's Core Concepts section. Get your submissions in before time runs out!
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, GDC

Video: Audio choreography for battle design  
by Staff [01.08.21]
In this 2017 GDC session, Khris Brown discusses best practices for audio design for video game combat to help players better understand what is going on in the fight around them.
Audio, Console/PC, Indie, Video

Discount strategy: your key post-launch game discovery tool  
by Gamasutra Staff [01.07.21]
So, when your game has been released, how do you get people to keep talking about it or buying it? Discounts are key, but are you looking at comparables, & do you have a methodical strategy?
Business/Marketing, Design, Console/PC, Indie

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Bryant Francis [01.05.21]
Take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games.
Design, Indie

The Scary Secrets of Horror Design From Silent Hill 4 The Room  
by Josh Bycer [12.31.69]
We're revisiting Silent Hill for today's design post and how what many consider to be the start of the decline of the famous series still has essential lessons on horror design for modern titles.
Design Console/PC Indie

'Enemy Remains' dev diaries: Polishing the game  
by Harri Jokinen [12.31.69]
A long-form dev diary entry talking about 'Enemy Remains', its upcoming early access launch and game development overall.
Design Programming Production Console/PC Indie

Roguelike "Saikyou" Devlog #15 | Enemy Update 0.11.0  
by Deniz Cakmaz [12.31.69]
Welcome everyone, we are working on a fast paced 2D roguelike. You fight robots in a futuristic arena as a samurai while hyping up the crowd. This update worked on the enemies by finalizing the boss and more
Design Programming Indie

Stop Calling “EASY” Difficulty for Those “New to the Genre”!!!  
by Tom Newman [12.31.69]
Easy difficulty is for a much wider demographic than new players, or people playing only for the narrative, but many of 2020’s top titles still define this setting as “for those new or unfamiliar with the genre”, or “if you only care about the st
Business/Marketing Design Programming Production Console/PC Serious Indie

The Chinese market for game developers Part 1.  
by Michael Wagner [12.31.69]
In 2021, China is the largest video game market in the world, yet, due to cultural and government barriers, is one of most difficult. This article evaluates how several indie devs have localized their game for China.
Business/Marketing Indie

Miniverse Games, Inc. — Los Angeles, California, United States
Art Director

Leaftail Labs — Seattle, Washington, United States
Software Development Engineer

Jyamma Games SRL — Milano, Italy
UI/UX Artist
Develop concepts and the design of the game menus and user interfaces

Disbelief — Cambridge, Massachusetts, United States
Junior Programmer, Cambridge, MA
Junior Programmer