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April 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


An evolutionary algorithm in action: Darwin's Nightmare 1
by Gamasutra Community [04.22.14]
"In this game, all enemy craft designs are obtained by varying a unique genotype: whenever a new ship appears on the screen, digital DNA is recombined to create a new type."
Design, Programming, Art, Console/PC, Indie, Smartphone/Tablet

Get a job: Crystal Dynamics is hiring an Environment Artist  
by Staff [04.21.14]
The developer of the Tomb Raider reboot is looking to hire environment artists to work alongside the cinematics team in its Redwood City, CA office.
Business/Marketing, Art, Console/PC, Recruitment

Nate Wells has left Naughty Dog for Unfinished Swan studio 3
by Alex Wawro [04.21.14]
The Last Of Us lead artist Nate Wells has left Naughty Dog to serve as art director at Giant Sparrow, a small studio in Santa Monica, CA that's working on an unannounced project.
Art, Console/PC


Country for Old Men (and Women)  
by Luis Matos [04.22.14]
This week I was quite surprised at the latest news about Oculs Rift. I guess you will never know how people use their technology and how far they can go with it, in ways that are unsee even to the creators of such technology. And it makes you wonder about
Programming, Art, Serious

Contactics: Bringing the game to the players  
by Manuel Correia [04.22.14]
Marketing on a 0$ budget, and how my game got to the other side of the world!
Business/Marketing, Design, Art, Indie

A Game Concept  
by Matt Powers [04.21.14]
Creating a game concept is one of the very first steps in video game production. In this article Matt Powers presents a game concept he developed and asks the community to provide feedback.
Business/Marketing, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Smartphone/Tablet

Postmortem: 15 Coins design process - Part 1  
by Fabian Smith [04.21.14]
[Creating a minimal yet modern and fresh looking iOS game isn't as simple as it looks, and in this postmortem, Fabian Smith tries to illustrate some steps that were taken during developing the distinct look of 15 Coins]
Design, Art, Indie

Using Scrum in “Real World” Game Production 8
by Harvard Bonin [04.19.14]
There are plenty of methodologies producers and project managers can utilize in game making. One very popular method is Scrum. So why does it drive so many game makers crazy? Is it the method or the implementation?
Audio, Design, Programming, Production, Art, Console/PC, Smartphone/Tablet


Crytek — Shanghai, China
[04.24.14]
Mobile Programmer
Game programmer (Mobile)

Linden Lab — San Francisco, California, United States
[04.23.14]
Sr. Front-end Web Developer
Create performance-optimized, highly interactive web interfaces.

Linden Lab — San Francisco, California, United States
[04.23.14]
Sr. Software Engineer, Back-end
Be the go-to person for the Python backend of our iOS app, Blocksworld!

Linden Lab — San Francisco, California, United States
[04.23.14]
Lead Engineer
Lead Engineer needed to lead a group of Engineers working on our iOS game, Blocksworld!

2K — Novato, California, United States
[04.23.14]
Lead Mission Designer


Gameloft Toronto — Toronto, Ontario, Canada
[04.23.14]
Technical Artist
Gameloft, a leading international publisher and developer of digital and social games with offices in 30 countries including Europe, North America and Asia, is seeking a Technical Artist to join our Toronto Studio. Previous hit games such as The Oregon Trail, Modern Combat 4, Brother in Arms 2, N.O.V.A., Avatar, Dungeon Hunter, Despicable Me: Minion Rush, Assassin’s Creed, Terminator Salvation, Asphalt 8, Let’s Golf!, and Order and Chaos are just a few of the 300 games Gameloft has created since it was founded.

Muti Labs — Santa Monica, California, United States
[04.23.14]
Senior Game Engineer


Gameloft — New Orleans, Louisiana, United States
[04.23.14]
R&D Game Designer


CCP — Reykjavik, Iceland
[04.23.14]
Visual Effects Artist


SOAR Inc. — Mountain View, California, United States
[04.23.14]
Game Designer/Narrative Writer
The MiniGame Designer/Narrative Writer will take ownership of designing a series of narrative-themed simulations and minigames for a cutting-edge games & learning product