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June 6, 2013
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Sponsored: The World of Just Cause 2 - Using Creative Technology to Build Huge Open Landscapes 6
by Linus Blomberg [05.16.13]
A deep technical dive into how the developers of the Just Cause series create their sprawling, seamless open worlds -- exploring all of the tricks and techniques they've developed so far.
Programming, Art, Game Developer Magazine, Console/PC, Sponsored Feature, GD Mag, GD Mag Exclusive

Sponsored Feature: Yesterday's Minimum Spec is Today's Mass Market - Quality Game Performance Made Simple 1
by Intel Visual Computing [05.14.13]
This paper highlights common challenges encountered during the development of three world-class games and how developers used Intel GPA to quickly solve them, resulting in significant performance and quality gains.
Programming, Production, Art, Sponsored Feature

Inside the striking art and design of Hawken 6
by Brandon Sheffield [06.03.13]
Hawken leader and Adhesive game's CEO Khang Le has been doing visual development for movies and games for years, and he took a unique approach to the game's art and design. Rather than aiming for the moon, he and his team tried to create a game that played to the strengths of its members.
Business/Marketing, Art, Interview, Console/PC, Social/Online

Characters and Worldbuilding: Analyzing the Strength of Japanese Games 32
by Zack Wood [05.31.13]
Zack Wood studied game design in Japan, and here shares the philosophies that inform the rich, appealing worlds and characters of games developed in that country -- a new way of looking at building your worlds and creating their inhabitants.
Design, Art, Console/PC, Indie, Smartphone/Tablet

Postmortem: Appy Entertainment's Animal Legends 7
by Rory McGuire [05.06.13]
From building a flexible, low-cost server back-end to launching big in China, Animal Legends offered the team at Appy Entertainment a huge number of challenges -- which are fully outlined in this candid postmortem.
Business/Marketing, Design, Postmortem, Production, Art, China


Gamifying a tool: How Autodesk did it with 3ds Max  
by Gamasutra Community [06.05.13]
Will developers learn better if their tool tutorials are gamified? Autodesk tried it with 3ds Max and shares the method and the results in this blog post.
Business/Marketing, Art, Console/PC

UK's GameCity on a mission to show the interesting side of games Exclusive  
by Leigh Alexander [06.04.13]
With so many events and awards catering to enthusiast niches, how do you build a games event for all? GameCity has some cool ideas this year, with all-star talent on board.
Business/Marketing, Design, Programming, Art, Console/PC, Indie, Exclusive

Get a job: Blizzard is looking for WoW texture artists  
by Kris Ligman [06.04.13]
"Blizzard Entertainment is looking for an exceptionally skilled texture / concept artist to work on award winning World of Warcraft."
Business/Marketing, Design, Art, Console/PC, Social/Online, Recruitment


Finally after like 7 months since I made the prototype, a scorpion replacement concept!  
by Quentin Preik [06.02.13]
Last November (2012), I started work on Steel Archers (the action rpg, dumping the mech sim prototype). The very same week I roughed in a few scorpions. At long last I've gotten back to replacing them! Presenting The Jumper!
Art, Console/PC

Rapid Level Creation On A Budget With Google Warehouse And Unity Pro - No Artist Required 16
by Jamie Fristrom [05.30.13]
How I used SketchUp, stock assets from Google Warehouse, and Unity Pro to make most of Energy Hook, with little to no artist skills of my own.
Art

Every Game Artist Needs a Secret Little Tree 1
by Matthew Hodge [05.22.13]
The pursuit of oil on canvas training has helped me mature as a 3D texture artist, begin to develop my own style, and take control of my environment visuals. Discover how more traditional art training can be an invaluable resource!
Art, Indie

Art Book Review: Growlanser IV: Character & Scenario Collection  
by Alexander Engel [05.21.13]
Join Alex on his adventures reading, reviewing, and analyzing video game and film art and design books. Today's episode: reading and reviewing 2003's Growlanser IV: Character & Scenario Collection
Art, Console/PC

How Can You Find Jobs At Blizzard if You're an Artist?  
by Brice Morrison [05.21.13]
Jobs at Blizzard are notoriously difficult to find because Blizzard is one of the most respected companies in the industry. And when any company or product has millions of fans, there’s lots of people who want to work for them. So what can you do?
Art, Console/PC


Insomniac Games — Burbank, CA, USA
[06.05.13]
FX Artist
Insomniac Games is an award-winning independent developer with studios in Burbank, California and Durham, North Carolina. Insomniac has sold over 40 million games worldwide, and created three of gaming’s most recognizable franchises: Ratchet & Clank, Resistance and Spyro the Dragon. We are currently developing our first multi-platform game, Fuse, and our browser based game- Outernauts. We also have been named one of the Best Places to Work- come check us out!
Art / Animation

Kabam — San Francisco, CA, USA
[06.05.13]
3D Artist

Art / Animation

Synergy Blue — Coachella, CA, USA
[06.05.13]
3D Artist / Animator

Art / Animation

2K China — Hangzhou, , CHN
[06.05.13]
2K Concept Artist - 2K China

Art / Animation

2K China — Shanghai, , CHN
[06.05.13]
Artist - 2K China

Art / Animation

Kabam — San Francisco, CA, USA
[06.05.13]
Senior 3D Animator

Art / Animation

CCP - North America — Atlanta, GA, USA
[06.05.13]
Lead/Senior Visual Effects Artist

Art / Animation

Insomniac Games — Burbank, CA, USA
[06.05.13]
Concept Artist- Environment
Insomniac Games is an award-winning independent developer with studios in Burbank, California and Durham, North Carolina. Insomniac has sold over 40 million games worldwide, and created three of gaming’s most recognizable franchises: Ratchet & Clank, Resistance and Spyro the Dragon. We are currently developing our first multi-platform game, Fuse, and our browser based game- Outernauts. We also have been named one of the Best Places to Work- come check us out!
Art / Animation

Insomniac Games — Burbank, CA, USA
[06.05.13]
Sr Character Artist
Insomniac Games is an award-winning independent developer with studios in Burbank, California and Durham, North Carolina. Insomniac has sold over 35 million games worldwide, and created three of gaming’s most recognizable franchises: Ratchet & Clank, Resistance and Spyro the Dragon. We are currently developing our first multi-platform game, Fuse, as well as our Facebook game- Outernauts. We also have been named one of the Best Places to Work- come check us out!
Art / Animation

2K Games — Novato, CA, USA
[06.05.13]
Senior UX Designer - 2K Games

Art / Animation