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November 24, 2014
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November 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


Don't Miss: The Witness artist reminds us to keep it simple Exclusive 8
by Alex Wawro [11.24.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Design, Art, Console/PC, Indie, Exclusive

See how Insomniac put the style in Sunset Overdrive at GDC 2015  
by Staff [11.21.14]
The post-apocalyptic punk rock style of Sunset Overdrive is one of the game's biggest draws, and Insomniac art director Jacinda Chew is coming to GDC 2015 in March to reveal how it came to be.
Art, Console/PC, GDC

Video: Discovering the art direction for Child of Light 2
by Staff [11.20.14]
Ubisoft Montreal's Patrick Plourde explains how the unique, almost dreamlike visual design of Child of Light was discovered and implemented on the UbiArt Framework in this GDC 2014 talk.
Art, Console/PC, Video, Vault


The David Lynch Way: Interview with Daniil Ermakov  
by Talha Kaya [11.24.14]
Talking to Daniil "Da Neel" Ermakov on his games: "you might say that they are weird and broken beyond belief, but I think that they are still pretty solid in what they are trying to convey".
Design, Art


The Science of Eyeballs in Y2K  
by Cassandra Khaw [11.24.14]
Cross-posted dev blog on the complexities of creating a character model, and the surprising intricacies of developing eyeballs.
Design, Art, Console/PC, Indie

Quit the Grind: New Ways to "Level" 11
by Zack Wood [11.21.14]
Any RPG fan knows the feeling when battle stops being fun and starts being work, when you're just grinding because you feel you have to. But it isn't necessary- just look at what some of the classic RPGs have done to keep "leveling up" fun!
Design, Production, Art, Console/PC, Serious, Indie

The Client/Vendor Relationship Ė Laying a Solid Foundation with True Collaboration 2
by Derek Smith [11.20.14]
The relationship between client and vendor can be tricky to get right. In this article I would like to focus on what I consider to be one of the most important aspects to making a successful partnership, something I call True Collaboration.
Business/Marketing, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet


Synapse Games — Chicago, Illinois, United States
[11.24.14]
Serverside/PHP Engineer


Wargaming.net — Chicago, Illinois, United States
[11.24.14]
VFX Artist
Wargaming, the leading free-to-play MMO developer and publisher, at E3 announced World of Tanks: Xbox 360 Edition, marking the company√ʬĬôs debut on consoles. Built specifically for the Xbox 360, World of Tanks: Xbox 360 Edition brings the title√ʬĬôs trademark team-based tactical action and free-to-play accessibility to the tens of millions of Xbox Live gamers around the globe.

Synapse Games — Chicago, Illinois, United States
[11.24.14]
Unity/C# Engineer


DoubleDown Interactive — Reno, Nevada, United States
[11.24.14]
Sr. Artist
Animation, 2D/3D generalist, Photoshop

Gameloft — New York, New York, United States
[11.24.14]
Senior QA Test Lead
Mobile games dominator Gameloft, worldwide publisher of mobile and social games,is looking for a QA Lead for our New York studio. Our last two games Spiderman Unlimited and Cars: Fast as Lighting are blowing up the app and google store!

Harmonix Music Systems — Cambridge, Massachusetts, United States
[11.24.14]
FX ARTIST
Leverage your expert knowledge of shaders, particle systems and game engines to bring environments and characters to life

Hasbro — Burbank, California, United States
[11.24.14]
Lead Artist - Integrated Play (Girls/Disney Princess)


Harmonix Music Systems — Cambridge, Massachusetts, United States
[11.24.14]
UI ARTIST
Harmonix game menu systems are rich graphic experiences employing cutting-edge motion graphics, typography, illustration, 3D animation, lighting and special effects. The role of a UI artist doesn't stop at the menu system; it also influences the over-arching art direction of a game including box art, promotional materials, TV commercials and beyond.

Hasbro — Burbank, California, United States
[11.24.14]
Project Manager - Integrated Play (Girls/Disney Princess)


Filament Games LLC — Madison, Wisconsin, United States
[11.24.14]
Associate Producer