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November 27, 2014
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November 27, 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


Get a job: BattleCry is hiring a Lead Environment Artist  
by Staff [11.26.14]
Got some chops as a leader and an artist? Austin-based BattleCry Studios is looking to hire a lead environment artist to work on its upcoming online team combat game Battlecry.
Art, Console/PC, Recruitment

The science of low-polygon eyeballs 2
by Gamasutra Community [11.25.14]
"Whichever way an artist chooses she/he will have to ask themselves a question: 'How do I make the eyes look good from the side?'"
Art, Console/PC, Indie

Don't Miss: The Witness artist reminds us to keep it simple Exclusive 8
by Alex Wawro [11.24.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Design, Art, Console/PC, Indie, Exclusive


How facial expressions were made in Y2K  
by Cassandra Khaw [11.25.14]
Cross-posted dev blog on the creation of facial animation in the upcoming JRPG Y2K, as well as the inspirations behind it.
Design, Art, Console/PC, Indie

The David Lynch Way: Interview with Daniil Ermakov  
by Talha Kaya [11.24.14]
Talking to Daniil "Da Neel" Ermakov on his games: "you might say that they are weird and broken beyond belief, but I think that they are still pretty solid in what they are trying to convey".
Design, Art


The Science of Eyeballs in Y2K 2
by Cassandra Khaw [11.24.14]
Cross-posted dev blog on the complexities of creating a character model, and the surprising intricacies of developing eyeballs.
Design, Art, Console/PC, Indie

Quit the Grind: New Ways to "Level" 63
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


Amazon — Seattle, Washington, United States
[11.27.14]
Sr. Software Development Engineer - Game Publishing


DeNA — San Francisco, California, United States
[11.27.14]
UI Designer
DeNA is an innovative and fast-growing mobile social entertainment company. As a leader in global gaming, we have a big appetite for AWESOME talent! We are currently seeking a UI Designer. This position is based at our San Francisco studio, near AT&T Park.

DeNA — San Francisco, California, United States
[11.27.14]
Senior Producer
Our Producers are leaders who create and share a clear and compelling vision of the game and can lead a team to execute. As a Senior Producer, you hold ultimate accountability for the success of a development team. You understand and employ best practices of social F2P game design and production methodologies. KPI’s matter! You will create a fun and compelling experience for the player while ensuring the game performs in both retention and revenue.

Deep Silver Volition — Champaign, Illinois, United States
[11.27.14]
Concept Artist


Grover Gaming — Greenville, North Carolina, United States
[11.27.14]
3D Generalist / Artist


Cloud Imperium Games — Santa Monica, California, United States
[11.27.14]
Senior VFX Artist


Cloud Imperium Games — Santa Monica, California, United States
[11.27.14]
Lighting Artist


Churchill Navigation — Boulder, Colorado, United States
[11.27.14]
3D Application Engineer
Create products for a small,profitable company that specializes in real-time simulation environment utilizing augmented reality, 3D mapping and full-motion video

InnoGames GmbH — Hamburg, Germany
[11.27.14]
Software Developer Flash (m/f)
Software Developer Flash (m/f)

PlayRaven — Helsinki, Finland
[11.27.14]
VP Marketing & BizDev