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August 23, 2016
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August 23, 2016
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As SNES turns 25, devs discuss its 7 greatest graphics innovations 7
by Jon Irwin [08.22.16]
“The SNES was the golden age of pixel art," says Eric Barone, creator of Stardew Valley. "It had enough complexity to look interesting, but was limited enough that you had to be creative with it."
Design, Art, Console/PC, History

Get a job: Be a Lead Character Modeler at Telltale Games  
by Staff [08.19.16]
Minecraft: Story Mode developer Telltale Games seeks a Lead Character Modeler to work on games alongside the rest of the team at the company's San Rafael, CA headquarters.
Art, Console/PC, Recruitment

Don't Miss: An oral history of developing the original Deus Ex 5
by Alex Wawro [08.18.16]
In this timeless feature, Gamasutra speaks to Warren Spector, Chris Norden, and others on the original Deus Ex team to learn more about how they developed it -- and what it did to them.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC

Blog: Writing branching romances in non-romance games  
by Gamasutra Community [08.17.16]
"Figure out the scope of your romance -- whether a line here and there or something hefty and pervasive -- and make sure your scope is in line with your vision."
Design, Art

Don't Miss: The Essential 20 - A Japanese RPG primer for devs 32
by Kurt Kulata [08.16.16]
Almost 10 years after this 2008 feature was published, it's still worth reading for some intriguing opinions on the design and influence of some well-known (and some relatively unknown!) JRPGs.
Design, Art, Console/PC

What game developers are saying about No Man's Sky 42
by Chris Baker [08.16.16]
"The design is: ‘here’s an infinite procedural world. I hid a game in here, see if you can find it.’ I think that’s kind of cool! Treasure hunts are under-represented as a basic model of game design"
Design, Art, Console/PC, Indie

Dev Interview: Marta Vicario  
by Wes Platt [08.23.16]
"I find that taking at least half an hour to myself every day and making sure I'm going to bed early really helps me stay balanced and motivated."
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

A Look Back: Splinter Cell Blacklist's Benghazi Level 2
by Jobye Karmaker [08.19.16]
3 years ago, I shipped my first game, Splinter Cell Blacklist, with the team at Ubisoft Toronto and now I'm taking a look back. We'll be running through 10 anecdotes & takeaways from the production of the map I worked on.
Design, Production, Art, Console/PC

Video: 7 Traps to Avoid when Writing Videogames  
by Guillermo Crespi [08.18.16]
A talk I gave at the 2015 Argentine Video Game Expo in Buenos Aires, with English subtitles. It's mainly a guide on how to avoid the most common "traps" you can fall into when writing a video game.
Design, Production, Art

Dev Interview: Ross Turner  
by Wes Platt [08.15.16]
"I think a degree of familiarity with the generic tropes helps a player ease into the world - too many fantasy writers fall into the trap of naming things something weird and wonderful - call an axe an axe, not a b'tach!"
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Death and Consequence in Game Design  
by Chris Solarski [08.15.16]
An international line-up of indie developers was brought together by the IGDA Switzerland Chapter to discuss the topic of death and consequence in game design. What emerged were varied perspectives that reflected the complex nature of death.
Design, Art, Serious, Indie

Creating an Art Style  
by Adam McMahon [08.12.16]
More than meets the eye: a look into the exploration of art styles, how game design influences art, and ultimately creating a style to meet your needs.
Design, Art, Console/PC, Social/Online, Smartphone/Tablet

Soulbound Studios — Bellevue, Washington, United States
Technical Art Lead
Does the idea of championing a team of artists and animators on one of the most innovative MMORPG’s of the decade invigorate you? Are you ready to have a hand in overcoming nigh insurmountable artistic technical challenges? You might be just the Technical Art Lead we’re looking for!

Sony Computer Entertainment Europe — Manchester, England, United Kingdom
Lead Artist
Based in Manchester in the North West of England, we are creating original games exclusively for Playstation's exciting new Virtual Reality platform

Skydance Interactive — Marina del Rey, California, United States

Koolhaus Games Inc. — Vancouver, British Columbia, Canada
Software Engineer
Software Engineer - Vancouver, B.C.

Virtually Live — Seattle , Washington, United States
Senior Environment Artist

Virtually Live — Seattle, Washington, United States
Senior Technical Animator

Petroglyph Games — Las Vegas, Nevada, United States
Senior Unity Programmer
Senior Unity Programmer

Catseye USA — Albany, New York, United States
Senior Developer
Senior Developer

Age of Learning, Inc. — Glendale, California, United States
Graphic Designer (Bilingual-English and Spanish)

Age of Learning, Inc. — Glendale, California, United States
Graphic Designer/Illustrator