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April 29, 2016
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April 29, 2016
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Get a job: Be a UI Artist on Rocket League  
by Staff [04.29.16]
Psyonix, the independent developer behind Rocket League, is looking for a highly skilled UI Artist to join the team working at its offices in San Diego, California.
Art, Console/PC, Indie, Recruitment

Video: Designing without a pitch - The FTL postmortem  
by Staff [04.29.16]
FTL†devs Matthew Davis and Justin Ma speak frankly at GDC 2013 about how and why they†frequently altered or abandoned aspects of the game's†design as they developed it to evoke a specific feeling.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie, Video, Vault

Creating the paper-craft art style of Book of Demons 1
by Gamasutra Community [04.29.16]
"We put a lot of effort into making everything the way it looks now and the road to getting here was a really bumpy one. Hope you will enjoy the story of how it all came to life."
Art, Console/PC

Get a job: Disruptor Beam seeks a Cinematic Artist  
by Staff [04.28.16]
Boston-based game studio Disruptor Beam is hiring an experienced artist to do cinematic production work that includes concept development, editing, trailer creation and animation video work.
Art, Social/Online, Smartphone/Tablet, Recruitment

Video: Tetsuya Mizuguchi takes a postmortem look at the making of Rez  
by Staff [04.27.16]
At GDC 2016, Rez†producer and progenitor Tetsuya Mizuguchi takes to the stage to recount the inspirations and influences that drove the landmark game's design.
Audio, Design, Programming, Production, Art, Console/PC, Video, Vault

The birth of Ico, and Fumito Ueda's visionary style  
by Christian Nutt [04.26.16]
"What I wanted to do was something very stylish, and very playable. As for the beautiful graphics and such, I guess you could just call that an unconscious habit on my part."
Art, Console/PC


Shape Quest Post Mortem  
by Levi Smith [04.29.16]
Developer's thoughts on developing Shape Quest for the Ludum Dare 35 game development competition.
Audio, Design, Programming, Art

Making of the Paperverse, the art-style of Book of Demons 1
by Maciej Biedrzycki [04.27.16]
About a month ago we revealed Book of Demons, our deck-building hack and slash. Since then people have been asking about the paper art-style we adopted, so we decided to put up an article about it. Hope you will enjoy the story how it all came to life.
Production, Art, Console/PC, Indie

Making of Good Cat Gone Bad  
by Andrey Malykhin [04.27.16]
This is mainly a list of free tools and techniques that Iíve used in mobile endless runner Good Cat Gone Bad.
Audio, Design, Programming, Production, Art, Indie

Students in Games: Achievement Unlocked, Get it on Steam  
by Claire Barilla [04.26.16]
This article is a summation of the teamís presentation at Play by Play, New Zealand's first international gaming festival. In it we cover each member's specialized work on the game and what we did collaboratively to get Split onto Steam.
Business/Marketing, Design, Programming, Production, Art, Indie

True Spring Chickens: A Rite to Flight: a Point-and-Cluck Adventure Postmortem  
by Gregory Lane [04.26.16]
An *egg-cellent* look back at the successes and pitfalls of a team (comprised mostly of first-time game developers) as they create a short old-school point-and-click adventure game, using the Global Game Jam and local demo nights as milestones.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Social/Online

Lab Hero my journey to INDIE development on INDIvisible!  
by Eric Kozlowsky [04.22.16]
Kai Kennedy voice actor extraordinaire interviewed me about my journey from college student to AAA development to Indie development with Lab Zero games.
Art, Indie


Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
[04.29.16]
Engineering Director


Sony PlayStation — Bend, Oregon, United States
[04.29.16]
Senior Character Technical Artist
The Senior Character Technical Artist will be responsible for creating tools and processes that assist in all areas of character animation production to achieve the highest artistic quality in the least amount of time, keeping hardware limitations and performance in mind.

Sony PlayStation — Bend, Oregon, United States
[04.29.16]
Senior Staff FX Artist
We are seeking a Senior Staff FX Artist who will be responsible for creating most of the FX tools and defining processes that assist in all areas of special effects creation.

Sony PlayStation — Bend, Oregon, United States
[04.29.16]
Senior Animation Programmer
We are looking for a senior animation programmer to help develop next generation animation systems for a current working title being developed by Bend Studio.

Kabam — San Francisco, California, United States
[04.29.16]
Game QA Analyst (Contract)


Psyonix — San Diego, California, United States
[04.29.16]
UI Artist for Rocket League


Vicarious Visions / Activision — Albany, New York, United States
[04.29.16]
Animator-Temporary
See job description.

International Game Technology — Reno, Nevada, United States
[04.28.16]
Lead Artist


Telltale Games — San Rafael, California, United States
[04.28.16]
Cinematic Artist


International Game Technology — Reno, Nevada, United States
[04.28.16]
Art Outsourcing Manager