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September 3, 2015
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September 3, 2015
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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 23
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

2D animation pipeline for Political Party Animals 1
by Gamasutra Community [09.03.15]
"I wrote about my decision to stick to frame by frame animation, mostly because itís what I know best. Now Iíll go into a little bit more detail in the hopes that you guys might pick up a thing or two from it."
Art, Console/PC, Indie

Guiding principles from a Far Cry 4 artist 2
by Gamasutra Community [09.02.15]
Now promoted to a senior level at Ubisoft Toronto, Far Cry 4 modeler Jobye Karmaker offers up his "guiding principles" for building game art on that project.
Art, Console/PC

Platforming with paint: Making a splash with INK 1
by Gamasutra Community [09.02.15]
"We have been overwhelmed by the response INK has had. This only motivates us to keep supporting the game a little bit longer, and adding features we had to cut during development."
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Linux game development in 2015 2
by Yanick Bourbeau [09.02.15]
There are so many articles about how to do games using Windows with engines such as Unity and flipping art from assets stores. But really there are not many articles about alternative development processes such as building under Linux.
Audio, Programming, Production, Art, Indie

My Animation Pipeline for Political Party Animals 1
by Ryan Sumo [09.02.15]
I go over my pipeline for making and animating characters using Photoshop and 2Dtoolkit in Unity.
Art, Indie

Why we built our own tech for our indie game Future Unfolding 25
by Andreas Zecher [09.01.15]
We often hear two things from people who see Future Unfolding for the first time: 1) They are surprised that weíre not using Unity. 2) They canít figure out how we created the look of the game. These two things are directly related to each other.
Programming, Art, Indie

Plants - the Supporting Actors  
by Dave Beck [09.01.15]
An indie dev discovers that the supporting background foliage can be just as important - both aesthetically and historically - as the bigger "characters" like trees and cliffs.
Design, Art, Console/PC, Serious, Indie

My Guiding Art Principles - Retrospective on work from Far Cry 4 & Splinter Cell: Blacklist 2
by Jobye Karmaker [09.01.15]
Through the development of Splinter Cell: Blacklist & Far Cry 4, I realized I've developed some personal Guiding Art Principles that inform my day to day decision-making whether I'm tackling props or full environments. Thought it'd be worth sharing!
Design, Production, Art, Console/PC

En Masse Entertainment — Seattle, Washington, United States
Community Manager Team Lead
En Masse Entertainment (EME) is looking for someone skilled in community management and communication to lead our Community Team. As the community manager team lead, you will manage a small team focused on building and strengthening our community of PC and mobile gamers. This role represents our games and our company to the community, while advocating for our players internally. This is an exciting opportunity to expand your community management skills!

Boss Fight Entertainment, Inc. — McKinney, Texas, United States
UI/UX Artist

Six Foot — Houston, Texas, United States
3D Artist

Six Foot — Houston, Texas, United States
Concept Artist

Six Foot — Houston, Texas, United States
Art Director

Gearbox Software — Dallas, Texas, United States
Content Artist (Organic)

Gamaya Inc — Sunnyvale, California, United States

PlayQ — Santa Monica, California, United States
Level Designer
PlayQ is looking for an outstanding Level Designer to contribute to our continuing development of world-class mobile games targeting a mass market. The ideal candidate is talented, creative, passionate, flexible, and eager to make their mark in the popular and competitive casual puzzle game space. Core responsibilities include building fun, clever, and rewarding puzzle game levels, performing ongoing tuning based on testing, data metrics, and a deep awareness of casual puzzle game genres and competitive products, and performing comprehensive quality assurance (QA) for new game and app features.

WEVR — Venice, California, United States
Lead Designer

Filament Games LLC — Madison, Wisconsin, United States