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November 22, 2014
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November 22, 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


See how Insomniac put the style in Sunset Overdrive at GDC 2015  
by Staff [11.21.14]
The post-apocalyptic punk rock style of Sunset Overdrive is one of the game's biggest draws, and Insomniac art director Jacinda Chew is coming to GDC 2015 in March to reveal how it came to be.
Art, Console/PC, GDC

Video: Discovering the art direction for Child of Light 2
by Staff [11.20.14]
Ubisoft Montreal's Patrick Plourde explains how the unique, almost dreamlike visual design of Child of Light was discovered and implemented on the UbiArt Framework in this GDC 2014 talk.
Art, Console/PC, Video, Vault

Don't Miss: The Binding of Isaac postmortem 26
by Edmund McMillen [11.20.14]
How did a game destined for failure become a cult smash? In this classic feature, Edmund McMillen discusses how he added religion to Zelda, mixed it with a roguelike, and came out with a surprise hit.
Audio, Design, Programming, Production, Art, Console/PC, Indie


Quit the Grind: New Ways to "Level"  
by Zack Wood [11.21.14]
Any RPG fan knows the feeling when battle stops being fun and starts being work, when you're just grinding because you feel you have to. But it isn't necessary- just look at what some of the classic RPGs have done to keep "leveling up" fun!
Design, Production, Art, Console/PC, Serious, Indie

The Client/Vendor Relationship Laying a Solid Foundation with True Collaboration 2
by Derek Smith [11.20.14]
The relationship between client and vendor can be tricky to get right. In this article I would like to focus on what I consider to be one of the most important aspects to making a successful partnership, something I call True Collaboration.
Business/Marketing, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

When Helping Harms 4
by Larry Carney [11.19.14]
A look at recent events in the Swedish games industry, and how the consumer can be harmed when a content creator and an industry merely desire to do the right thing.
Business/Marketing, Design, Production, Art, Serious

Mobile game maps: which format is right for you 1
by Junxue Li [11.19.14]
Our team has created map art for some match-3,and bubble shooting games. I have a few points about the map planning, and art creation to share. I think they might be useful to people who need these types of maps in their games, and artists who create the
Production, Art, Social/Online, Smartphone/Tablet

What are game developers thinking?  
by Leonid Kovalenko [11.18.14]
Everybody wants to make a good game. What our mind tells us? A bunch of questions. Not much of them we need in order to act.
Audio, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet


Disruptor Beam, Inc. — Framingham, Massachusetts, United States
[11.22.14]
Lead 3D Artist
Lead 3D Artist: Help us create amazing social games for tablet, smartphones and the Web built around our award-winning formula of Strategy RPG storytelling and collectible content based in universes like Game of Thrones and Star Trek. If you've ever wanted to help build a company as well as great games, this is your opportunity.

GREE International — Vancouver, British Columbia, Canada
[11.21.14]
Sr. Game Designer
Senior Game Designer - GREE Canada, Vancouver BC

Cloud Imperium Games — Santa Monica, California, United States
[11.21.14]
Technical Artist


Petroglyph Games — Las Vegas, Nevada, United States
[11.21.14]
Environmental Artist


Yoh — Vancouver, British Columbia, Canada
[11.21.14]
Vehicle / Weapons Artist


Yoh — Vancouver, British Columbia, Canada
[11.21.14]
Special FX Artist


Yoh — Vancouver, British Columbia, Canada
[11.21.14]
3D Environment Artist


DeNA — San Francisco, California, United States
[11.21.14]
Senior Build and Release Engineer
This is a rare opportunity to manage all build and release processes across DeNA West. This is a hands-on position where you will work on strategy and implementation for Continuous Integration and Deployment workflows supporting 10s of teams and up to 100 products. Your experience and vision will create a frictionless product pipeline, and your technical skills will ensure that development teams can focus on their products.

Filament Games LLC — Madison, Wisconsin, United States
[11.21.14]
Quality Assurance Associate


Filament Games LLC — Madison, Wisconsin, United States
[11.21.14]
Game Engineer