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December 19, 2014
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December 19, 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

Postmortem: Xeodrifter, a five-month Metroidvania project 3
by Gamasutra Community [12.18.14]
Renegade Kid's Jools Watsham delivers a comprehensive take on the emergency project his studio needed to get out by the end of 2014: What went into it, and what came out of it -- right and wrong.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Howard S. Warshaw revisits Yars' Revenge in GDC Classic Game Postmortem  
by Staff [12.17.14]
Howard Scott Warshaw, best known for his pioneering work at Atari on titles like Raiders of the Lost Ark and E.T. the Extra-Terrestrial, will be delivering a Classic Game Postmortem on Yars' Revenge at GDC 2015.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, GDC

Building context: Toy-like interfaces in games 8
by Gamasutra Community [12.17.14]
A PopCap UI/UX lead on interfaces: "The more toy-like your game is, the more people are going to be inclined to explore it, learn more about it, and develop mastery of its systems."
Design, Art, Console/PC

Mod-ern game development  
by Vegard Myklebust [12.18.14]
In this blog-post we share some tips and tricks we've used for making Ludus easily mod-able right from the start.
Design, Programming, Art, Console/PC, Indie

"This isn't anything like Grandma's Boy" - New Book: Developer's Dilemma  
by Casey ODonnell [12.17.14]
An introduction to and excerpt from Casey O'Donnell's new book, Developer's Dilemma: The Secret World of Videogame Creators, published by MIT Press. It is an ethnographic account of the everyday lives of game developers at the height of the console era.
Business/Marketing, Design, Programming, Art, Console/PC

This isn't Censorship, it's Intelligence 4
by Ryan Morrison [12.17.14]
You've probably seen by now that Hatred has been pulled by Steam. In what shouldn't be much a surprise, a game trying to cross the line, well, crossed the line. Here's why that's a great thing.
Business/Marketing, Design, Art, Console/PC, Serious, Indie, Social/Online

The Applications of Chinese Traditional Elements in Game Design in China  
by Harvey Cheng [12.16.14]
With the profound nature of Chinese culture, the combination of Chinese traditional elements and intriguing storyline in games would be a potential breakthrough for Chinese game industry.
Design, Art, Console/PC, Social/Online

Building context: toy-like interfaces in games 8
by Chris Furniss [12.15.14]
A brief look at toy-like interfaces in games, and how they work to provide the player with the context needed for mastery and immersion.
Design, Art, Console/PC, Indie, Social/Online

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

Gameloft — New York, New York, United States
Technical Director
Mobile games dominator Gameloft, worldwide publisher of mobile and social games, is looking for a skilled Technical Director.

WET — Sun Valley, California, United States
3D Modeler

WET — Sun Valley, California, United States
Houdini FX Artist

WET — Sun Valley, California, United States
Lighting Artist

Rumble Entertainment, Inc. — San Mateo, California, United States
Senior Platform Engineer

Deep Silver Volition — Champaign, Illinois, United States
Concept Artist

Irrational Games — Quincy, Massachusetts, United States
IT Manager

WB Games — Chicago, Illinois, United States
Art Lead, Characters
WB Games Inc. seeks an Art Lead, Characters for the WBG NetherRealm Development department.

Nonstop Games — Singapore, Singapore
Leading and motivating a top team of 7-8 developers, artists and designers, you’ll be the inspiration behind the creation, launch and growth of new mobile games.