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May 3, 2016
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May 3, 2016
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Don't Miss: Harvey Smith and Raphael Colantonio on creating Dishonored 8
by Christian Nutt [05.03.16]
With work on the sequel continuing apace, take a minute to look back at this classic interview with the creative team behind Dishonored and learn about where (and why) the game's design took shape.
Design, Production, Art, Console/PC

Get a job: Be a UI Artist on Rocket League  
by Staff [04.29.16]
Psyonix, the independent developer behind Rocket League, is looking for a highly skilled UI Artist to join the team working at its offices in San Diego, California.
Art, Console/PC, Indie, Recruitment

Video: Designing without a pitch - The FTL postmortem 1
by Staff [04.29.16]
FTL devs Matthew Davis and Justin Ma speak frankly at GDC 2013 about how and why they frequently altered or abandoned aspects of the game's design as they developed it to evoke a specific feeling.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie, Video, Vault

Creating the paper-craft art style of Book of Demons 1
by Gamasutra Community [04.29.16]
"We put a lot of effort into making everything the way it looks now and the road to getting here was a really bumpy one. Hope you will enjoy the story of how it all came to life."
Art, Console/PC

Get a job: Disruptor Beam seeks a Cinematic Artist  
by Staff [04.28.16]
Boston-based game studio Disruptor Beam is hiring an experienced artist to do cinematic production work that includes concept development, editing, trailer creation and animation video work.
Art, Social/Online, Smartphone/Tablet, Recruitment

Video: Tetsuya Mizuguchi takes a postmortem look at the making of Rez  
by Staff [04.27.16]
At GDC 2016, Rez producer and progenitor Tetsuya Mizuguchi takes to the stage to recount the inspirations and influences that drove the landmark game's design.
Audio, Design, Programming, Production, Art, Console/PC, Video, Vault

Antegods Development Update 6: Feedback, Colors and Dashing (but not through the snow)  
by Peter de Jong [05.02.16]
Antegods is a fast-paced battle arena set in a stonepunk universe. After having shown the game to the public for the first time during GDC, we go in-depth on our experiences and learnings from this event.
Design, Programming, Art, Console/PC, Indie

Road to Game Success: Paved with Skills  
by paul cotnoir [05.02.16]
Does the investment in a college degree in game design help get you a job in the industry? It can if the degree you pick gives you both the skills you need and a platform to show off those skills.
Audio, Business/Marketing, Design, Programming, Production, Art

Shape Quest Post Mortem  
by Levi Smith [04.29.16]
Developer's thoughts on developing Shape Quest for the Ludum Dare 35 game development competition.
Audio, Design, Programming, Art

Making of the Paperverse, the art-style of Book of Demons 1
by Maciej Biedrzycki [04.27.16]
About a month ago we revealed Book of Demons, our deck-building hack and slash. Since then people have been asking about the paper art-style we adopted, so we decided to put up an article about it. Hope you will enjoy the story how it all came to life.
Production, Art, Console/PC, Indie

Making of Good Cat Gone Bad  
by Andrey Malykhin [04.27.16]
This is mainly a list of free tools and techniques that I’ve used in mobile endless runner Good Cat Gone Bad.
Audio, Design, Programming, Production, Art, Indie

Students in Games: Achievement Unlocked, Get it on Steam  
by Claire Barilla [04.26.16]
This article is a summation of the team’s presentation at Play by Play, New Zealand's first international gaming festival. In it we cover each member's specialized work on the game and what we did collaboratively to get Split onto Steam.
Business/Marketing, Design, Programming, Production, Art, Indie

Insomniac Games — Durham, North Carolina, United States
Lighting Artist
Insomniac Games is looking for a Lighting Artist

YAGER Development GmbH — Berlin, Germany
Outsource Artist (f/m)
As an Outsource Artists at YAGER you are responsible for managing outsourced art assets going to and coming from our outsourcing partners. To ensure the highest quality artwork you need to have a keen eye for artistic quality and experience creating 3D game art. You will be working on Dreadnought (, an awesome and exciting AAA F2P project with an international team of highly experienced and talented developers that are passionate about their work.

The Walt Disney Company — Palo Alto, California, United States
Lead SWE Graphics/Rendering

Backflip Studios — Boulder, Colorado, United States
2D Artist

Particle City — Los Angeles, California, United States
Server Engineer (Contract)
Do you wrangle big data while rustling up servers in your sleep? Do you compare and contrast Asynchronous Servlets and Node.js around the camp fire? Would you like to tame the frontier of mobile gaming? If you’ve got the know-how, we’ve got the challenge: Bring the Titanfall universe to mobile!

War Drum Studios — Gainesville, Florida, United States
Game and Systems Programmer

Apex Systems — Warren, New Jersey, United States
15+ Virtual Reality Developer Opportunities (OpenGL, WebGL, OpenCV)
Are you looking to change the gaming industry? Apex is looking for OpenGL, WebGL, and/or OpenCV game developers who will be able to join a team lead by the top technologists in the industry. This R&D team is looking to change the Virtual Reality industry as we know it. Are you ready to push the limits in a technical area that has not yet been defined? There are NO boundaries. Look no further as we have the most exciting and best opportunity to offer on the east coast.

Hasbro — Pawtucket, Rhode Island, United States
Hasbro Gaming Design Managers

Aardman Animations Ltd — Bristol, England, United Kingdom
Creative Director

The Walt Disney Company — Glenale, California, United States
Senior Concept Artist