Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 29, 2015
arrowPress Releases
August 29, 2015
PR Newswire
View All
View All     Submit Event






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


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 23
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


How working on gross, violent games can mess with developers Exclusive 16
by Alex Wawro [08.27.15]
We often hear about how playing violent or otherwise disquieting games affects people, but how does the process of working on these projects affect developers? Gamasutra chats with a few to find out.
Audio, Art, Console/PC, Indie, Social/Online, Exclusive

Reminder: GDC 2016 call for submissions closes tomorrow!  
by Staff [08.26.15]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2016 Game Developers Conference in San Francisco, CA ends tomorrow (8/27). Don't miss your deadline!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

Roadmap for game art outsourcers  
by Gamasutra Community [08.25.15]
"This article is for all my fellow friends who offer art outsourcing service, companies and freelancers. The first important thing is to identify who would buy artwork."
Business/Marketing, Art, Console/PC, Smartphone/Tablet


CRPG History Abridged III - The revenge of more RPGs that brought something new to the table  
by Felipe Pepe [08.28.15]
A few more interesting RPGs, such as the Phantasie series, Hillsfar, Hideo Kojima's Snatcher SD, Shadowlands and a NWN2 mod.
Design, Programming, Production, Art, Console/PC, Serious, Indie

Interactive Storyline: The Decision  
by Donte\' Hawkins [08.28.15]
Video games of this generation have a great way of allowing the player to make choices. Ultimately these choices that we make determine how both the characters and the story will progress throughout the game.
Design, Production, Art, Console/PC, Serious, Indie

Does this technology make AA obsolete? Is it new technology? If so I want credit and would appreciate some assistance.  
by Mick Pearson [08.28.15]
I believe a few days ago I discovered a new technique and technology. It produces perfectly straight edges in video games and makes all forms of AA obsolete, and should be ideal for VR headsets. It's an obvious technique. And a quirk that it's new now.
Programming, Art, Serious

Art movements in video games, Machinalism 2
by Oscar Barda [08.26.15]
We established previously that games are an artistic field in which art pieces can exist, let's now look at a most peculiar state of mind that games can induce or provoke. Let us delve together in a new movement in video games: Machinalism.
Design, Art, Indie, Social/Online, Smartphone/Tablet

Pitch Day at the University of Advancing Technology  
by Adam Moore [08.24.15]
An insider's look at the greenlight process for student games at the University of Advancing Technology and how competition drives teams to strive for greatness.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet


PLAYSTUDIOS — Austin, Texas, United States
[08.28.15]
DevOps Engineer
We’re looking for DevOps Engineers to configure new environments, launch new games, and maintain live products. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If you’re a smart, creative, ambitious engineer committed to building stellar products, we want to talk to you.

PLAYSTUDIOS — Austin, Texas, United States
[08.28.15]
Database Engineer
We’re looking for Database Engineers to add even more great features. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If you’re a smart, creative, ambitious programmer committed to building stellar products, we want to talk to you.

PLAYSTUDIOS — Austin, Texas, United States
[08.28.15]
Web Applications Engineer
We’re looking for Web Applications Engineers to add even more great features. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If you’re a smart, creative, ambitious programmer committed to building stellar products, we want to talk to you.

PLAYSTUDIOS — Austin, Texas, United States
[08.28.15]
Game Server Engineer
We’re looking for Game Server Engineers to add even more great features. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If you’re a smart, creative, ambitious programmer committed to building stellar products, we want to talk to you.

STEAM Engine — Austin, Texas, United States
[08.28.15]
Level Designer


Insomniac Games — Burbank, California, United States
[08.27.15]
Senior UX Designer
Insomniac Games is looking for a Senior UX Desginer

Zindagi Games — Camarillo, California, United States
[08.27.15]
Technical Artist
Zindagi Games is looking for a TECHNICAL ARTIST!

Insomniac Games — Durham, North Carolina, United States
[08.27.15]
Environment Artist
Environment Artist

Boss Fight Entertainment, Inc. — McKinney, Texas, United States
[08.27.15]
UI/UX Artist


Six Foot — Houston, Texas, United States
[08.27.15]
3D Artist