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June 24, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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Video: How Blizzard created the visual effects of Diablo III  
by Staff [06.21.18]
In this GDC 2013 session, Blizzard Entertainment's Julian Love discusses the implementation of visual effects in Blizzard's Diablo franchise.
Art, Console/PC, Video

Video Game Deep Cuts: Another Grim E3 World  
by Gamasutra Staff [06.18.18]
This week's highlights include lots of E3 news, a Grim Fandango reading to remember, and a stellar analysis of Another World/Out Of This World.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Behind the motion-capture kiss in The Last Of Us Part II 1
by Emma Kidwell [06.15.18]
Advanced facial capture helped orchestrate the kiss featured in the trailer for The Last Of Us Part II.
Design, Art, Console/PC

Weekly Jobs Roundup: Rabbit, Digital Extremes, and more are hiring now!  
by Staff [06.15.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Design, Programming, Art, Console/PC, Social/Online, Smartphone/Tablet, Recruitment

Don't Miss: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Alissa McAloon [06.13.18]
Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile.
Design, Production, Art, Console/PC, Indie

Get a job: Sucker Punch is hiring an Outsource Artist for Ghost of Tsushima  
by Staff [06.12.18]
Sucker Punch is looking for a driven, self-directed Outsource Artist to use their artistic eye and technical skills to help create the world of Ghost of Tsushima for PlayStation 4.
Art, Console/PC, Recruitment


True First Person Camera in Unreal Engine 4 5
by Fabrice Piquet [06.21.18]
This article describes a method for creating a realistic first person camera attached to a body to simulate realistic movements and animations in Unreal Engine 4
Programming, Art

Think Fair Use Protects you? Think Again… 4
by Zac Rich [06.19.18]
What is Fair Use, and how are you not protected when using copyrighted assets without permission.
Programming, Production, Art, Console/PC, Serious, Indie

A Prefab Primer 1
by Nathan Cheever [06.18.18]
Grouping objects for repeat use is a way to manage them remotely as well as letting others work on the same scene together. If you've never heard of Prefabs or want to know how to make them more powerful, give this a look!
Audio, Design, Production, Art

Penis problems: Designing the erotic user-interface of It is as if you were making love  
by Pippin Barr [06.18.18]
A short essay on making an erotic game with classical user-interface elements and the challenges of avoiding a penis-centric reading of the slider.
Design, Programming, Art, Serious, Indie

Video Game Deep Cuts: Another Grim E3 World  
by Simon Carless [06.18.18]
This week's highlights include lots of E3 news, a Grim Fandango reading to remember, and a stellar analysis of Another World/Out Of This World.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

11 BOSS BATTLES OF X-MORPH: DEFENSE - PART 3, THE BOMBER  
by Piotr Bomak [06.15.18]
In the third article in the series, we unveil the design decisions behind the bomber boss in X-Morph: Defense and why we decided to completely get rid of it, even though it was almost finished.
Design, Art, Console/PC, Serious, Indie


Digital Extremes — London, Ontario, Canada
[06.22.18]
Senior Lighting Artist


Digital Extremes — London, Ontario, Canada
[06.22.18]
Weapons Artist


Tilting Point — New York, New York, United States
[06.20.18]
Game Manager


Sucker Punch Productions — Bellevue, Washington, United States
[06.19.18]
Senior Lighting Artist


Sucker Punch Productions — Bellevue, Washington, United States
[06.19.18]
Environment Artist


Cold Iron Studios — San Jose, California, United States
[06.19.18]
Outsourcing Manager
Cold Iron is seeking an experienced Art Outsourcing Manager to join us in creating a shooter set in the Alien universe for consoles and PC! Are you an artist that also has a knack for working with people? Do you revel in intense attention to detail and process management? HereÂ’s the most important one: Do you do it all for the game? Because you know that your talents are needed to make sure that even the best development teams get an awesome experience out the door? Awesome. Come join our creative, collaborative studio where youÂ’ll own the product management responsibilities for a tight, integrated team of game developers.

Cold Iron Studios — San Jose, California, United States
[06.19.18]
Senior Environment Artist
Cold Iron is seeking an experienced Sr. Environment Artist to join us in creating a shooter set in the Alien universe for consoles and PC!

Cold Iron Studios — San Jose, California, United States
[06.19.18]
Principal Environment Artist
Cold Iron is seeking an experienced Principal Environment Artist to join us in working on a shooter in the Alien universe for consoles and PC!

Deep Silver Volition — Champaign, Illinois, United States
[06.18.18]
UI Artist


Digital Extremes — London, Ontario, Canada
[06.17.18]
Concept Artist