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December 17, 2014
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December 17, 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

Howard S. Warshaw revisits Yars' Revenge in GDC Classic Game Postmortem  
by Staff [12.17.14]
Howard Scott Warshaw, best known for his pioneering work at Atari on titles like Raiders of the Lost Ark and E.T. the Extra-Terrestrial, will be delivering a Classic Game Postmortem on Yars' Revenge at GDC 2015.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, GDC

Building context: Toy-like interfaces in games 3
by Gamasutra Community [12.17.14]
A PopCap UI/UX lead on interfaces: "The more toy-like your game is, the more people are going to be inclined to explore it, learn more about it, and develop mastery of its systems."
Design, Art, Console/PC

What we use to make our 2D games 6
by Gamasutra Community [12.15.14]
"There are a ton of choices out there. My team and I always found it particularly helpful when other gaming companies revealed the development environment setup they found useful."
Audio, Design, Programming, Production, Art, Console/PC, Indie

"This isn't anything like Grandma's Boy" - New Book: Developer's Dilemma  
by Casey ODonnell [12.17.14]
An introduction to and excerpt from Casey O'Donnell's new book, Developer's Dilemma: The Secret World of Videogame Creators, published by MIT Press. It is an ethnographic account of the everyday lives of game developers at the height of the console era.
Business/Marketing, Design, Programming, Art, Console/PC

This isn't Censorship, it's Intelligence  
by Ryan Morrison [12.17.14]
You've probably seen by now that Hatred has been pulled by Steam. In what shouldn't be much a surprise, a game trying to cross the line, well, crossed the line. Here's why that's a great thing.
Business/Marketing, Design, Art, Console/PC, Serious, Indie, Social/Online

The Applications of Chinese Traditional Elements in Game Design in China  
by Harvey Cheng [12.16.14]
With the profound nature of Chinese culture, the combination of Chinese traditional elements and intriguing storyline in games would be a potential breakthrough for Chinese game industry.
Design, Art, Console/PC, Social/Online

Building context: toy-like interfaces in games 3
by Christopher Furniss [12.15.14]
A brief look at toy-like interfaces in games, and how they work to provide the player with the context needed for mastery and immersion.
Design, Art, Console/PC, Indie, Social/Online

Xeodrifter Postmortem 1
by Jools Watsham [12.15.14]
Renegade Kid's latest game neo-retro 2D platformer, Xeodrifter, goes under the knife for a postmortem - exposing what went right, and what went wrong!
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Filament Games LLC — Madison, Wisconsin, United States
Game Artist

BluBox Games — Santa Monica, California, United States
Product Marketing Manager
BluBox Games is a leading publisher of mobile games with operations in Santa Monica, CA. BluBox’s highly successful games include Fast Finger and Monster High Ghouls and Jewels. To fuel its rapid growth, BluBox is seeking a dynamic and motivated Marketing Manager with experience in mobile and/or social gaming, a passion for the creative process, fluency with app analytics and community management, a hands-on approach to partnering with cross-functional teams and licensors. By joining BluBox, you will be at the cutting edge of mobile marketing and contribute to the growth and shape of the publishing business as a whole.

Cloud Imperium Games — Santa Monica, California, United States
Lighting Artist

Cloud Imperium Games — Santa Monica, California, United States
Senior VFX Artist

Gameloft — Brisbane, Queensland, Australia
Art Director
Gameloft is seeking an Art Director to join the Gameloft Brisbane Studio.

Bigpoint GmbH — -, Japan
Country Manager-Japan
Country Manager-Japan (m/f)

Bright Future GmbH — Cologne/Koeln, Germany
Senior ActionScript Developer
Senior ActionScript Developer Mobile (m/f)

Monarc Gaming Labs — Santa Monica, California, United States

Obsidian Entertainment — Irvine, California, United States
UI/UX Artist

n-Space — Orlando, Florida, United States
User Interface (UI) Artist
n-Space is seeking an experienced User Interface Artist. If you love playing video games and creating top quality user experiences we want to talk to you! You will be designing and developing the visual style for the UI on an upcoming high-profile action RPG for PC, Xbox One, and PlayStation 4!