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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


Don't Miss: Valve's design process for creating Half-Life 9
by Ken Birdwell [08.29.14]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Audio, Design, Programming, Production, Art, Console/PC

Parodying Final Fantasy in a game jam: Rude Bear RPG  
by Gamasutra Community [08.29.14]
"I already knew I was going to do an JRPG going in, because this is the seventh Rude Bear, and there was no way RBVII wasnít going to be a Final Fantasy parody."
Design, Production, Art, Console/PC, Indie

Dynamic 2D character lighting 5
by Gamasutra Community [08.29.14]
Double Fine programmer Oliver Franzke writes about the technique used in Broken Age to "integrate Shay into (the beautiful) world" with character lighting.
Programming, Art, Console/PC, Indie


Real time in game facial animation changes everything 1
by Victor Didra [08.28.14]
Mixamo just announced the closed beta of real time in game facial animation via users webcams. This changes everything. Let's imagine the new opportunities.
Business/Marketing, Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Dynamic 2D Character Lighting 5
by Oliver Franzke [08.28.14]
Good lighting can improve the visual quality of a game significantly. In this blog post Iíll describe various techniques for dynamic 2D character lighting that are very easy to implement and donít require any additional assets (e.g. normal maps).
Programming, Art, Console/PC, Indie, Smartphone/Tablet

The animation in entertainment industry  
by Cristina Ranchal [08.26.14]
In this second post Michael Alcover, our lead animator, will discuss about the challenges animation faces in video games industry.
Design, Art, Console/PC

PRETEND IT MATTERS: LUDUM DARE 30  
by nicholas ralabate [08.26.14]
making LUDOPHAGIC TIMEWAVE SOUND HYPERWHISTLE made me think of different things
Art, Console/PC, Indie

Understanding Games as Art  
by Stefan Kowal [08.25.14]
What is a 'game'? In essence, a game is a challenge in which one wins or loses (or ties). A game is a sport, and for this reason is said to not be 'art'. I argue that games have transcended this primary function, and in disembarking from such, are art.
Design, Art, Serious


InnoGames GmbH — Hamburg, Germany
[09.01.14]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

Insomniac Games — Burbank, California, United States
[08.29.14]
Gameplay Programmer - Mobile
Gameplay Programmer for our mobile group!

Glu Mobile — Bellevue, Washington, United States
[08.29.14]
Lead Engineer
Lead Engineer

Machine Zone — Palo Alto, California, United States
[08.29.14]
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.

Retro Studios - Nintendo — Austin, Texas, United States
[08.29.14]
FX Artist


WB Games — San Francisco, California, United States
[08.29.14]
Development Operations Engineer


GREE International — Vancouver, British Columbia, Canada
[08.29.14]
Senior Game Designer
Senior Game Designer

WB Games — San Francisco, California, United States
[08.29.14]
Software Engineer


Goodgame Studios — Hamburg, Germany
[08.29.14]
Senior 3D Artist (m/f)
Senior 3D Artist (m/f)

Idol Minds — Louisville, Colorado, United States
[08.29.14]
Senior / Lead Programmer