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July 28, 2015
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July 28, 2015
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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 23
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

Video: Learning to love procedural art while making No Man's Sky 1
by Alex Wawro [07.27.15]
At GDC 2015, Hello Games' Grant Duncan popped up on stage to speak frankly with fellow developers about exactly how and why the studio came to procedurally generate the worlds of No Man's Sky.
Production, Art, Console/PC, Indie, Video, Vault

Get a job: Retro Studios is hiring a Graphics Engineer  
by Staff [07.27.15]
Nintendo-owned developer Retro Studios (Donkey Kong Country: Tropical Freeze) is looking for an engineer with some 3D graphics chops to join the team at Retro's Austin, Texas office.
Programming, Art, Console/PC, Recruitment

Creating the alien writing in Infinifactory  
by Gamasutra Community [07.27.15]
"Although it may have no meaning, that doesn’t mean it’s meaningless; on the contrary, we spent a fair amount of time designing a writing system that would look believable, alien, and fit visually within the game."
Art, Console/PC, Indie

Economy and Thematic Structure: Symphony of the Night's Level Design  
by Ario Barzan [07.27.15]
The castle's structural design in Castlevania: Symphony of the Night has rarely been factored into analyses of the game's strengths. This article will do so, using comparisons to several other exploration-based Castlevania titles for effect.
Design, Art, Console/PC, Serious

Take Note - Why having a sketchbook shouldn't be overlooked.  
by Alex Johansson [07.27.15]
As I reach my 10th year of carrying around a sketchbook, I pass my experience of doodling designs and drawings for a decade onto you.
Design, Art, Indie

Tale of Tales didn't fail, all of us did  
by Dario D\'Ambra [07.27.15]
Why indie sperimental games always struggle? Why often the gamers community doesn't even recognize them as games? The case of Tale of Tales' Sunset could be a good starting point to have a global vision on these issues.
Business/Marketing, Art, Serious, Indie

How can an online game dev community change a life?  
by Franck Fitrzyk [07.27.15]
There are more and more online game development communities and here's why you need to join one of them.
Design, Programming, Art, Indie, Social/Online

Creating the alien writing in Infinifactory  
by Zach Barth [07.24.15]
The alien writing in Infinifactory is not a real language. Although it may have no meaning, it's not meaningless; on the contrary, we designed a writing system that would look believable, alien, and fit visually within the game.
Design, Art, Indie

Vicarious Visions / Activision — Albany, New York, United States
VV-Network Engineer
See job description.

Vicarious Visions / Activision — Albany, New York, United States
VV-Tools Engineer
See job description.

Boss Fight Entertainment, Inc. — McKinney, Texas, United States
Art Director

NetherRealm Studios — Chicago, Illinois, United States
Unreal Engine Technical Artist
NetherRealm Studios seeks a skilled Technical World Artist who will drive the creation of in-game assets, events and destruction. This person will work closely with Senior World Artists, Lead Environment Artist and the Kore Engineering Team to improve existing pipelines and implement innovative solutions with complex technical requirements. This person will be well versed in the game engine and content creation tools.

Insomniac Games — BURBANK, California, United States
Character TD/ Rigger
Insomniac Games is looking for a Character TD/Rigger

ToyTalk — San Francisco, California, United States
Gameplay and Prototyping Engineer

Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
UI/UX Artist

PlayRaven — Helsinki, Finland
Senior Server Programmer

Bartlet Jones Supernatural Detective Agency Inc. — San Diego, California, United States
Technical Artist / Tools Programmer

PikPok — Wellington, New Zealand
Senior Programmer