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July 29, 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


9 reasons why video game developers turn to outsourcing 13
by Gamasutra Community [07.29.14]
Anton Wiegert, head of outsourcing at Guerrilla Games (Killzone), explains why developers outsource, and outlines less-obvious advantages of commissioning external development.
Business/Marketing, Production, Art, Console/PC, Social/Online, Smartphone/Tablet

These girls are ready to shape the future of game development Exclusive 3
by Leigh Alexander [07.29.14]
With help from sponsors and the expertise of Tim Schafer, Kellee Santiago and Tracy Fullerton, the Girls Make Games program has launched to resounding success, helping young girls learn game-making.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Exclusive

Don't Miss: The 2014 Game Developer Salary Survey Exclusive  
by Kris Graft [07.28.14]
Make sure to check out our dedicated page highlighting key stories from Gamasutra's 2014 Game Developer Salary Survey, then download the whole report!
Audio, Exclusive, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Business/Marketing


The Art of Feeding Time, Part 5  
by Radek Koncewicz [07.29.14]
In which we talk mascots and learn that it's not OK to steal from old ladies... but it's cool to steal from slightly younger gentlemen?
Art, Indie, Smartphone/Tablet

HOPA/adventure game art: How to set the right object scale  
by Junxue Li [07.29.14]
A tip about how to quickly set the correct size for all the objects in a 3D scene. I think this tip is not only useful to artists who work for HOPA/adventure games, but also to guys who handle 3D scenes for all kinds of purpose.
Design, Production, Art, Social/Online, Smartphone/Tablet

Why I'm no longer participating in game jams 2
by Folmer Kelly [07.28.14]
Game Jams have rapidly become an indie mainstay, but at what cost?
Business/Marketing, Design, Production, Art, Console/PC, Indie

Why Developers Outsource: The Less Obvious Advantages of External Production 13
by Anton Wiegert [07.26.14]
You might think game developers only outsource "to save money" - but that's not completely accurate. In fact, there is a very long list of advantages that are much less obvious; even counter-intuitive.
Business/Marketing, Production, Art, Console/PC, Serious

Serialized Storytelling in Games  
by Josh Bycer [07.24.14]
Today's post examines the concept of serialized storytelling and how it's one area that video games still falter on.
Design, Art, Console/PC, Indie, Social/Online


Cloud Imperium Games — Santa Monica, California, United States
[07.29.14]
Art Outsourcing Manager
Cloud Imperium Games is seeking a skilled Art Outsourcing Manager to work with external developers to create high quality assets for our exciting PC space combat sim, Star Citizen!

Petroglyph Games — Las Vegas, Nevada, United States
[07.29.14]
Senior Unity Artist


Turbine Inc. — Needham, Massachusetts, United States
[07.29.14]
Cloud Solution Architect
Turbine, a division of WB Games Inc., is seeking a Cloud Solution Architect to work with our operations team to build a best practice, large scale game deployment platform. The Cloud Solution Architect will ensure Turbine’s cloud products maintain the highest level of quality, security, scalability, availability and compliance amidst an environment of rapid change and growth

Cloud Imperium Games — Santa Monica, California, United States
[07.29.14]
Lighting Artist
Cloud Imperium is looking for a Lighting Artist to work on our exciting PC space combat sim, Star Citizen!

2K — Novato, California, United States
[07.29.14]
Senior Animation Engineer


2K — Novato, California, United States
[07.29.14]
Graphics/Rendering Engineer


Turbine Inc. — Needham, Massachusetts, United States
[07.29.14]
Senior Artist, UI
Turbine, Inc., a division of WB Games Inc., seeks a highly talented Senior User Interface Artist for an exciting new mobile title. The UI Artist will work closely with creative members of Art, Engineering and Design to create the look, feel and functional flow of a new user interface.

Petroglyph Games — Las Vegas, Nevada, United States
[07.29.14]
Environmental Artist


The Digital Animation and Visual Effects School — Orlando, Florida, United States
[07.29.14]
Instructor - Video Game Asset Production


Big Fish Games — Seattle, Washington, United States
[07.29.14]
Game Engineer