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April 23, 2017
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How the art of Guild Wars 2 is designed not to look dated over time 1
by Alex Wawro [04.21.17]
The style "never puts graphics before art," ArenaNet's Horia Dociu tells RPS. "The ideas and artistic creativity have to take lead if we donŐt want our game to look dated after many years."
Art, Social/Online

Video: Put a face on it! The aesthetics of cuteness in game design  
by Staff [04.21.17]
What's cute, and why should you care? Game devw Jenny Jiao Hsia (Beglitched) answers both those questions in a talk at GDC 2017 about the aesthetics of cuteness, and how they make games better.
Art, Console/PC, Indie, Smartphone/Tablet, Video, Vault

Making Horizon Zero Dawn's Machines feel like living creatures 3
by Willie Clark [04.21.17]
Horizon Zero Dawn's Machines are clearly automatons, with all their inner workings plainly visible. But they also also exhibit unmistakable animal-like behaviors and movements.
Design, Art, Console/PC, Video

Video: A postmortem look at the making of Spelunky HD  
by Staff [04.20.17]
At GDC 2011, Derek Yu and programmer Andy Hull talk about the process of revamping Spelunky for consoles, in the process shedding some light on how the procedurally-generated game is built.
Design, Production, Art, Indie, Video, Vault

Don't Miss: Designing for mystery in Kentucky Route Zero 1
by Staff [04.20.17]
Take a look back at this talk from Cardboard Computer's Jake Elliot about how and why the studio's development approach evolved to focus on creating mystery, rather than puzzles.
Audio, Design, Programming, Production, Art, Console/PC, Indie

Steam games in China: Making the most of a lucrative opportunity 3
by Chris Priestman [04.20.17]
China is an enormous and potentially lucrative market on Steam. Here are some tips and insights that can help you to access this untapped audience.
Audio, Business/Marketing, Design, Production, Art, Console/PC, Indie


Concept Art and Video Game Development  
by Ben Sim [04.21.17]
Blockbuster video games have to start from somewhere, and more often than not, they start with concept art. Before major games hit the market and make their way into your library, most video games start with just a simple illustration.
Art, Serious

Video games vs board games | which one is better?  
by Herbert Llanas [04.19.17]
We take a closer look at board games vs. video games. What draws us to each and why might we play one over the other.
Art, Social/Online

Parenting in the digital age: How I teach my son valuable lessons through games  
by Sidney Pickerson [04.18.17]
I love video games and I found a way to make them a great tool to teach my son different lessons. Here are some of them.
Art, Console/PC

Video Game Deep Cuts: Hearthstone's Zero Dawn Shodown  
by Simon Carless [04.16.17]
This week's VGDC highlights include the making of a Hearthstone card, a couple of neat Horizon: Zero Dawn video pieces, and behind the scenes on seminal 2D fighting game Samurai Shodown.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Dear Young Game Developer 1
by Henrik Jonsson [04.13.17]
A hopefully useful list of advice for younger game developers, from an old, or at least mid-life game developer. About the need for sanity in the very hectic world of game development.
Design, Programming, Art, Console/PC, Indie, Smartphone/Tablet, VR

Industry Interview with Jenna Brown  
by Ryan Schmidt [04.13.17]
An interview with 2D Artist Jenna Brown, originally published on the now defunct website, The Grind, in June of 2016.
Art, Indie


Sony PlayStation — Playa Vista, California, United States
[04.21.17]
Senior VFX Artist
Senior VFX Artist @ Sony Santa Monica

Counterplay Games Inc. — San Francisco, California, United States
[04.21.17]
Lead 3D Character Animator


Inhance Digital — Los Angeles, California, United States
[04.21.17]
Developer (Unity or Unreal Engine 4) (Short-Term)


Cat Daddy Games — Kirkland, Washington, United States
[04.21.17]
UX DESIGNER
We Need Self-driven individuals, who find pride and fulfillment in doing the best work possible. Folks who take responsibility for not only their work, but for the success of team at large, and for what’s best for the game.

Disruptor Beam — FRAMINGHAM, Massachusetts, United States
[04.21.17]
Software Game Developer


Disruptor Beam — FRAMINGHAM, Massachusetts, United States
[04.21.17]
Software Engineer, Live Game


Disruptor Beam — FRAMINGHAM, Massachusetts, United States
[04.21.17]
Senior Data Analyst


Microsoft — Redmond, Washington, United States
[04.20.17]
Senior Technical Artist - Xbox


Cryptic Studios — Los Gatos, California, United States
[04.19.17]
VFX Artist


Cold Iron Studios — San Jose, California, United States
[04.19.17]
Art Outsourcing Manager
Cold Iron is seeking an experienced Art Outsourcing Manager to join our world class team on our next AAA title for consoles and PC! Are you a passionate game developer? Is making an awesome game the thing that gets you out of bed in the morning? We’re sure you’re amazing in your field, but do you see perfecting your skills as the means to making the best experiences possible? Great, we want to hear from you!