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October 24, 2014
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October 24, 2014
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Game Animation Bootcamp: An expert roundtable Q&A 5
by Mike Jungbluth [03.07.14]
The game animation experts behind GDC's Animation Bootcamp answer questions from the development community. Even if you don't work directly in animation, this is worth a read.
Design, Art

How Tale of Tales lets creativity, collaboration rule game development  
by Christian Nutt [10.16.13]
In this interview, conducted shortly after GDC Europe concluded, Tale of Tales discuss letting creativity and collaboration rule game development while leaving behind the ties to the games that inspired them in the past.
Design, Art, Interview, Indie

20 Years of Mana: Secret of Mana's Enduring Influence 21
by Christian Nutt, Douglas Wilson [08.09.13]
This week, 20 years ago, Secret of Mana was released for the Super Nintendo. What has made the game so enduring? And what inspirations does it offer to contemporary developers? Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discuss.
Audio, Art, Console/PC, Indie

The Last Pixel: Closing the book on Pixel Pusher 2
by Steve Theodore [07.08.13]
In this reprint from the final (June/July 2013) issue of GD Mag, Steve Theodore reflects on how the nature of discussing art in games has changed in the past ten years.
Design, Art, GD Mag Exclusive

Postmortem: Resident Evil 4 8
by Yoshiaki Hirabayashi [06.26.13]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 cinematics lead Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Design, Postmortem, Art, Game Developer Magazine, GD Mag Exclusive


Game jam postmortem: Suddenly, Thousands  
by Gamasutra Community [10.24.14]
"Honestly, I'm really satisfied with Suddenly, Thousands for the time I spent on it. However, I had a few easily avoidable slip-ups that I need to be careful next time I attend events like these."
Design, Production, Art, Console/PC, Indie

Get a job: Zenimax's Battlecry Studios seeks a Senior VFX Artist  
by Staff [10.23.14]
Zenimax Media's Austin-based Battlecry Studios seeks an experienced visual effects artist to "develop stylistically consistent, visually impactful VFX assets" for its debut title.
Art, Console/PC, Social/Online, Recruitment

On that incredible demo from the maker of Papers, Please... Exclusive 5
by Mike Rose [10.23.14]
Papers, Please developer Lucas Pope released an early build of his next game this week, and spoke to Gamasutra about the genesis of its remarkable mechanics and '1-bit' visual style.
Design, Art, Console/PC, Indie, Exclusive


Inside the Indie Art Process of Archmage Rises  
by Thomas Henshell [10.23.14]
Thomas Henshell and Rogier van de Beek dive deep into how they make the artwork being produced for Thomas’ upcoming 2D RPG Archmage Rises.
Business/Marketing, Design, Art, Console/PC, Indie

Volcano Game Jam!  
by Thierry Brochart [10.22.14]
The Volcano Game Jam, november 14, 15, 16 will be huge! We are honored to have Eric Chahi (Another World...) as president of the jury!
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Smartphone/Tablet

Of Moons and (Sprinting) Men - A Retrospective Interview with Santa Ragione  
by Darius Drake [10.21.14]
With Mirrormoon EP being a full year behind us, and their next big title just weeks away, I chat with the devs from Santa Ragione about game design and their interesting job as indies.
Design, Production, Art, Console/PC, Indie

Global or Nothing!  
by Miguel Bernal-Merino [10.20.14]
If you believe that thinking outside the box is difficult, try thinking outside your country! Yet this is what you need if you want to survive in today's global market.
Audio, Business/Marketing, Design, Programming, Production, Art

Breaking gender and racial barriers in Netrunner 4
by Eric Caoili [10.20.14]
Netrunner is one of the most progressive games in terms of gender and minority representation, but its playerbase doesn't reflect that diversity. I talked with the game's lead designer about that discrepancy and the toxic nature of some competitive games.
Design, Art


Crystal Dynamics — Redwood City, California, United States
[10.23.14]
Senior/Lead VFX Artist


Magic Leap, Inc. — Wellington, New Zealand
[10.23.14]
Level Designer


Magic Leap, Inc. — Wellington, New Zealand
[10.23.14]
Lead Game Designer


Sega Networks Inc. — San Francisco, California, United States
[10.23.14]
Mobile Game Engineer


Intel — Folsom, California, United States
[10.23.14]
Senior Graphics Software Engineer
As a graphics software validation engineer, you will be responsible to work with internal/external stake holders, engage in analysis of requirements, architecture and development of automated tests, test frameworks and libraries for the Scheduling and Memory Management modules of the Intel Graphics Driver for Android or Windows Operating System. You will work to breakdown the architecture and design into validation coverage areas to develop effective, efficient automated tests and deploy them in pre-si and post-si Test Suites.

Gameloft New Orleans — New Orleans, Louisiana, United States
[10.23.14]
Lead Programmer


BattleCry Studios — Austin, Texas, United States
[10.23.14]
Senior VFX Artist
Do you want to work with the fun, passionate, collaborative team developing BATTLECRY? We are looking for a Senior VFX Artist with a desire to craft high quality, dramatic and visceral visual effects.

WB Games — Kirkland, Washington, United States
[10.23.14]
Principal Technical Artist
Warner Bros. Games Inc. seeks a Principal Technical Artist for the WBG Monolith Art department. The Principal Technical Artist is an individual contributor who is a recognized expert in their field and holds a wealth of knowledge in dealing with the technical issues around content creation for video games.

Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[10.23.14]
Senior Software Engineer


DeNA Studios Canada — Vancouver, British Columbia, Canada
[10.22.14]
Analytical Game Designer