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February 7, 2016
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February 7, 2016
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Video: A postmortem of the groundbreaking Pinball Construction Set 1
by Staff [02.05.16]
At GDC 2013 Pinball Construction Set creator Bill Budge lays†out the blueprints for how he came to construct a game that has (directly or indirectly)†influenced generations of game developers.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Video, Vault

Don't Miss: The art direction autopsy of Firaxis' XCOM  
by Staff [02.05.16]
At GDC 2013, XCOM: Enemy Unknown art director Greg Foertsch digs into the art design process of doing a big-budget remake of a seminal title like the original X-COM: UFO Defense.
Art, Console/PC

GDC 2016: See how the striking look of Mirror's Edge: Catalyst was achieved  
by Staff [02.05.16]
GDC is almost here, and†organizers†would like to let you know about†a talk from EA DICE senior lighting artist Fabien Christin on how the studio is creating the unique look of†Mirror's Edge: Catalyst.
Programming, Art, Console/PC, GDC

Get a job: Turbine seeks an Art Director  
by Staff [02.04.16]
Turbine is looking for someone with experience as an artist and an art director to take up the latter role again on the company's new Game of Thrones mobile game at its Needham, Massachusetts studio.
Art, Smartphone/Tablet, Recruitment

Road to the IGF: Night School Studio's Oxenfree  
by Bryant Francis [02.04.16]
Oxenfree's watercolor art style has earned it a nomination for the IGF Award in Excellence in Visual Art. Lead designer Sean Krankel explains how its visual design impacted gameplay.††
Design, Art, IGF

Get a job: Be a Senior 3D Environment Artist at The Workshop  
by Staff [02.03.16]
California studio The Workshop seeks a 3D artist with game industry experience (read: shipped games) to join its ranks and take a senior role on creating a variety of content using Maya and UE4.
Art, Console/PC, Recruitment


How to design a sequel. Cut the Rope: Magic Post Mortem  
by Ivan Verde [02.04.16]
Any time you start thinking about designing a sequel, the first question you ask yourself is: how is it going to differ from the previous part? It was quite a challenge to add a fresh note to the already many-sided Cut the Rope gameplay.
Design, Production, Art, Smartphone/Tablet

Learning to plan and when to let things go  
by Jonathon Kaufman [02.03.16]
Knowing how to proper plan things out and when to let go of the ideas that you want to create in order to get things done.
Audio, Design, Programming, Production, Art, Serious, Indie

The Coveted Greenlight: How We Got Greenlit in 10 Days  
by Jens Schottmann [02.03.16]
It takes great courage to put your game out there where it can be immensely supportive and also unforgiving. When we conceived the idea of bringing our first game to PC, Steam Greenlight came to mind: a place for the hopeful or a potential state of limbo.
Business/Marketing, Production, Art, Console/PC, Indie

Beyond Smart and Stupid: Walking a Line Through 'The Witness' 8
by Steve Bailey [02.02.16]
I've wanted to get annoyed at†The Witness, but I can't, because it's not a maths textbook. But I do, however, get annoyed at the usage of words such as 'smart' and 'stupid', which The Witness has spurred a lot of since its launch last week.
Design, Production, Art, Console/PC, Indie

Options for Ethnicity in Character Creators, Part 1: Race in Games 3
by Frida Svensson [02.02.16]
Are you able to create a wide variety of diverse playable characters in fantasy RPGs? Is every player allowed to create a representation of themselves? This is an analysis of ethnicity in character creators in fantasy RPGs, part 1 of 3.
Design, Production, Art, Serious

Creating Panmorphia - a look into the Art and Inspiration  
by Lydia Kovalenko [02.01.16]
A look into the origins of myself as an indie game developer, Panmorphia and the art style behind it.
Design, Production, Art


Toys for Bob / Activision — Novato, California, United States
[02.06.16]
Character Concept Artist -Toys for Bob
See job description.

Age of Learning, Inc. — Glendale, California, United States
[02.05.16]
Game Designer


Age of Learning, Inc. — Glendale , California, United States
[02.05.16]
Sr. UX Designer


Age of Learning, Inc. — Glendale, California, United States
[02.05.16]
Unity Technical Artist


PerBlue — Madison, Wisconsin, United States
[02.05.16]
Live Operations Producer
PerBlue is looking for a talented Live Operations Producer to join our team. We make large multiplayer mobile games for iOS and Android played by millions of people around the world. We√ʬĬôre looking for a detail oriented, optimization driven, and results-focused individual with a passion for free-to-play game economies and player communities.

Insomniac Games — Burbank, California, United States
[02.05.16]
Animator
Animators Wanted! Check out this opening at Insomniac Games

Insomniac Games — Burbank, California, United States
[02.05.16]
Environment Artist
Calling Environment Artists to check out the opening at Insomniac Games!

Insomniac Games — Burbank, California, United States
[02.05.16]
Senior Environment Artist
Insomniac Games is searching for a talented Senior Environment Artist!

Ember Entertainment, Inc — Seattle, Washington, United States
[02.05.16]
2D Artist


Eat Sleep Play, Inc — Salt Lake City, Utah, United States
[02.05.16]
Product Manager