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September 16, 2014
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September 16, 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

20 fun facts about hex grids 6
by Gamasutra Community [09.16.14]
20 "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Design, Programming, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

What to steal from Destiny’s UI 7
by Gamasutra Community [09.12.14]
"This isn’t a review, I’m not a critic, just noticed a bunch of clever stuff that wouldn’t be hard to duplicate on an indie budget. Polish costs time, but my goodness does a game benefit from it."
Design, Art, Console/PC, Indie

Video: Designing Monument Valley to be an experience, not a game 2
by Staff [09.10.14]
Speaking at GDC Europe 2014, Monument Valley lead designer Ken Wong talks about how being embedded in a UX studio led ustwo games to create a puzzle game that looks like a series of M.C. Escher paintings.
Design, Production, Art, Smartphone/Tablet, Video

20 Fun Grid Facts (Hex Grids) 6
by Herman Tulleken [09.12.14]
In this post we share some of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games.
Design, Programming, Art, Console/PC, Indie, Smartphone/Tablet

2D games: Shoot photos to make better & cheaper art (Part 2) 1
by Junxue Li [09.12.14]
This series of posts are about shooting good pictures for 2D game art production. This post is Part 2.
Design, Production, Art, Social/Online, Smartphone/Tablet

Exploring an Artist's Journey from Film to Mobile  
by Vincent Toscano [09.11.14]
Starting in the film industry at Lucas Film and now overseeing 3D art for GREE’s broad portfolio of titles – Vincent is passionate about bringing his film expertise into mobile games and is here to discuss tips & challenges people face when transitioning.
Design, Art, Smartphone/Tablet

"Princess Is In Another Castle" Revisited  
by Erich Schuler [09.10.14]
Due to recent events and my own creative itch, I revisited "Princess Is In Another Castle." Art about women in games. Diversity and criticism is needed for games to mature as a medium. This is a catalyst designed to inform, educate, and raise awareness.

Postmortem LudumDare 30 Jam OlymPlanets  
by William Oliveira De Lacerda [09.09.14]
Our Ludum Dare 30 72 hours game's postmortem. Our game is a sport game based on Olympic contests, but the difference is that they are in different planets with different races. You represent the human race in the game and must win the challenges to pro
Design, Programming, Art, Indie

Vicarious Visions / Activision — Albany, New York, United States
Animator-Temporary-Vicarious Visions
See job description.

Cloud Imperium Games — Santa Monica, California, United States
Technical Animator

Respawn Entertainment — San Fernando Valley, California, United States
Senior Animator
Respawn Entertainment is looking for talented and passionate animators to join our team.

Respawn Entertainment — San Fernando Valley, California, United States
Technical Animator
Respawn Entertainment is looking for enthusiastic Technical Animator to join our team. The Technical Animator will be responsible for helping to maintain an efficient pipeline, building tools, and working closely with the animation and 3D art teams.

Turbine Inc. — Needham, Massachusetts, United States
Senior Mobile Engineer
In this position, you will have a hands on role in defining and implementing key game systems and features, as well as integrating existing libraries or services. You will be working with a mid-size team of developers to create new products for iconic Warner Bros. intellectual properties. This position requires close collaboration with all other disciplines to help capture, develop and communicate a coherent vision of our game systems, features and tools. You will also be a leader in establishing best practices, assisting / mentoring other engineers on the team and identifying problem areas / opportunities for improvement in the codebase. We are looking for candidates with a passion for games and game development.

InnoGames GmbH — Hamburg, Germany
Software Developer Flash (m/f)
Software Developer Flash (m/f)

Insomniac Games — Burbank, California, United States
Gameplay Programmer - Mobile
Gameplay Programmer for our mobile group!

Machine Zone — Palo Alto, California, United States
Project Manager
We are seeking a positive, analytical, technically oriented Project Manager (PM) to join our team. The PM at Machine Zone will lead cross-functional development teams to execute against our product portfolio. An PM's main responsibility is to own the scheduling, monitoring, tracking and execution against our tight milestones and project deadlines. Qualified candidates will be self-starters, able to multi-task, be dependable, and have concise execution during times of high stress.

GREE International — Vancouver, British Columbia, Canada
Senior Game Designer
Senior Game Designer

Avalanche Studios — New York, New York, United States
VFX Artist