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November 1, 2014
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November 1, 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

GDC Next: Lecture recommendations for press  
by Simon Carless [10.31.14]
GDC organizers have helped put together a list of some of the most interesting lectures at next week's s GDC Next event, with an eye towards what would work well written up for a larger audience.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Blog: Breasts? No thank you! 4
by Gamasutra Community [10.31.14]
"Maybe I should have just made a game about candy pieces. Calling my shiny, colorful puzzle game Boob Rescue certainly made things a lot harder than they needed to be."
Business/Marketing, Production, Art, Smartphone/Tablet

The Witness artist reminds us to keep it simple, stupid Exclusive 7
by Alex Wawro [10.31.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Design, Art, Console/PC, Indie, Exclusive

Violence, Part 1: Glorification 66
by Keith Burgun [10.30.14]
We need to reject the glorification of violence in video games and other media.
Business/Marketing, Design, Production, Art, Console/PC

Designing a “playable” UI that secretly teaches how to play 3
by Yowan Langlais [10.29.14]
A thorough breakdown of how we designed a fully "playable" UI for our local-multiplayer party game, Toto Temple Deluxe!
Design, Art, Console/PC, Indie

First time SwoOoping! over the developers' ocean.  
by David Cerat [10.29.14]
As a newcomer to the game's industry and as a student graduating this year from a "3D animation and numeric design" program over the "video game" branch, I find myself in an ocean of talents, surrounded by Seniors and other talentuous junior job seekers.
Audio, Design, Art, Console/PC, Indie

Thematic Level Design in a Non-Euclidean Space: Diaries of a Spaceport Janitor 6
by James Shasha [10.29.14]
How a unique map design solution became the thematic centerpiece of our game.
Design, Production, Art, Console/PC, Indie

A picture paints a thousand words: Choosing screenshots for your iOS app  
by Simon Hill [10.29.14]
Today we're going to take a look at how to create good display screenshots for your iOS app page in the App Store. We'll discuss the technical requirements, how to stand out with overlaid text, or lifestyle photos, the importance of localization, and what
Business/Marketing, Design, Programming, Art, Smartphone/Tablet

Giant Sparrow — Playa Vista, California, United States
Junior 3D Artist

InnoGames GmbH — Hamburg, Germany
Mobile Developer C++ (m/f)
Mobile Developer C++ (m/f)

Next Games — Helsinki, Finland
Senior Level Designer

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

Magic Leap, Inc. — Wellington, New Zealand
Level Designer

Amazon — Seattle, Washington, United States
Sr. Software Development Engineer - Game Publishing

Magic Leap, Inc. — Wellington, New Zealand
Lead Game Designer

Sega Networks Inc. — San Francisco, California, United States
Mobile Game Engineer

Intel — Folsom, California, United States
Senior Graphics Software Engineer
As a graphics software validation engineer, you will be responsible to work with internal/external stake holders, engage in analysis of requirements, architecture and development of automated tests, test frameworks and libraries for the Scheduling and Memory Management modules of the Intel Graphics Driver for Android or Windows Operating System. You will work to breakdown the architecture and design into validation coverage areas to develop effective, efficient automated tests and deploy them in pre-si and post-si Test Suites.

Grover Gaming — Greenville, North Carolina, United States
3D Generalist / Artist