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February 28, 2015
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February 28, 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 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

Keep the guns rolling: Modeling for Overkill 3 and optimizing workflow  
by Gamasutra Community [02.27.15]
"The gaming industry demands the best of you as gamers are merciless critics. But what if you are alone, targeting mobile devices and most of all, the clock is ticking? Let's optimize."
Art, Smartphone/Tablet

GDC 2015 coverage begins!  
by Staff [02.27.15]
Click this link to be magically transported to the central location for Gamasutra's GDC coverage -- which is already full of good stuff, and which will be live from the show in San Francisco starting Monday.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Make room in your GDC 2015 schedule for these standout talks  
by Staff [02.26.15]
As everyone finalizes their GDC 2015 conference schedules, we'd like to take a moment to highlight some standout sessions that you should keep on your radar.
Design, Production, Art, Console/PC, GDC

Tales of Terrachanics (Part 3)  
by Glen Cooney [02.27.15]
Overcoming the challenge of making an abstract, serious game for mobile through intelligent theming, emotional appeal, and using UI to nonverbally teach your mechanics to your players.
Design, Art, Serious, Indie, Smartphone/Tablet

What is the Purpose of Game Development? 8
by Elizabeth Boylan [02.26.15]
'Know them for their fruits.' This has been my guiding principle in judging what is worth doing and not doing. As an artist and a mom, I have fallen in love with the opportunity of indie game development, yet 5 years later I witness too many kids
Business/Marketing, Production, Art, Serious, Indie, Smartphone/Tablet

by Dan Long [02.26.15]
It's game convention time again and here are my top 10 tips to help you get by at events like PAX, E3 and GDC.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Keep the Guns Rolling: Modeling for Overkill 3 and Optimising Workflow  
by Petr Ruzicka [02.25.15]
I'm a 3D artist working at Craneballs (previously 2K Czech) and in this article I want to provide tips for fellow artists on how to improve their workflow and produce high-quality models when time is mercilessly ticking.
Design, Production, Art, Indie, Smartphone/Tablet

UX Insights: The Road Ahead, How is shaping the future of Match 3 (Part 2)  
by Om Tandon [02.23.15]
Part 2 of trends emerging in Match 3 games and some speculation about future impact on In-game economies.
Design, Art, Smartphone/Tablet

Mobilityware — Irvine, California, United States
VP of Engineering
VP of Engineering

Mobilityware — Irvine, California, United States
Art Director
Art Director for Profitable and Growing Studio

Sega Networks Inc. — San Francisco, California, United States
Product Marketing Manager

Sega Networks Inc. — San Francisco, California, United States
Creative Director

Sega Networks Inc. — San Francisco, California, United States
Game Systems Designer

ZeniMax Online Studios — Hunt Valley, Maryland, United States
Sr. Character Artist
We are seeking an ambitious and creative Senior Character Artist to work closely with our art team to create unique and diverse characters and creatures that will pull the player into our universe. Candidates should have a strong understanding of character modeling as it applies to game play and should be able to successfully execute those ideas in engine.

WildTangent — Seattle, Washington, United States
Sr. Game Developer (Server; backend)

Sony Computer Entertainment America LLC — Los Angeles, California, United States
Senior Character Technical Artist
Senior Character Technical Artist

Sony Computer Entertainment America LLC — Bend, Oregon, United States
Senior Staff Character Animator
Senior Staff Character Animator

Sony Computer Entertainment America LLC — Bend, Oregon, United States
Senior Staff Concept Artist
Senior Staff Concept Artist