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September 23, 2017
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Video: Creating the striking underwater seascapes of Abzu  
by Staff [09.22.17]
At GDC 2017, Giant Squid's Matt Nava gives a behind-the-scenes look at the processes he and the rest of the team developed to create the vibrant, teeming underwater world of Abzu.
Art, Indie, Video, Vault

Owlchemy shares lessons learned making Rick and Morty: Virtual Rick-ality  
by Alex Wawro [09.21.17]
At VRDC Fall 2017 today, Owlchemy's Alex Schwartz and Devin Reimer talked about what they'd learned in making the game, from making death feel comfortable to doing portals the Rick & Morty way.
Design, Production, Art

Don't miss your chance to pitch a talk for the GDC 2018 Indie Games Summit!  
by Staff [09.21.17]
Just a quick reminder that organizers of the 2018 Game Developers Conference are still accepting Independent Games Summit talk submissions through Friday, September 29th at 11:59 pm Pacific!
Audio, Business/Marketing, Design, Programming, Production, Art, Indie, GDC

Blog: Understanding the grammar of multiplayer games 3
by Gamasutra Community [09.20.17]
Multiplayer games that model humans in 3D space use the same elements as real-world sports and playground games. Can we define a grammar that helps us analyze and compare all of these types of games?
Design, Art

Blog: The differences between 2D and 3D design  
by Gamasutra Community [09.20.17]
There is a pretty big jump between creating work for a 2D composition for a once-off design brief and creating work for virtual reality. This time your audience can literally engage with your work on a previously inconceivable level.
Design, Art

Get a job: Sanzaru Games is hiring a VFX Artist  
by Staff [09.19.17]
Sanzaru Games is looking for a talented VFX artist to craft visually stunning and immersive worlds as a member of its Foster City, CA-based development team.
Art, Recruitment


Simple Physics-Based Motion with Springs  
by Luis Bermudez [09.22.17]
How do you move an object to a desired position by applying forces? With a Simple Physics-Based Position Controller
Programming, Art

How to make the most of lo-fi graphics  
by Sean Han Tani [09.22.17]
In this excerpt from the third issue of games and architecture zine Heterotopias, developer Sean Han Tani defends lo-fi graphics through a recount of his own experiences and an analysis of Shin Megami Tensei III: Nocturne.
Design, Art, Console/PC, Serious

Level Design Lobby - Podcast  
by Max Pears [09.20.17]
I have launched my new podcast about video games. Level Design Lobby FInd out more info
Design, Production, Art, Serious, Indie

Super Sketch Sisters Melee: Designing for 2D VS Designing for a 3D VR Space  
by Meredith Hall [09.19.17]
There is a pretty big jump between creating work for a 2D composition for a once-off design brief & creating work for virtual reality. This time your audience can literally engage with your work on a previously inconceivable level.
Design, Art, Serious, Indie, VR

Video Game Deep Cuts: An HDR Tooth Nindie Tail? 2
by Simon Carless [09.17.17]
The top articles & videos for the week include the state of HDR in gaming, behind the scenes on new RTS Tooth & Tail, and stories from some key Nintendo indies.
Business/Marketing, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, VR

Creating a Dynamic Tile System 9
by Ryan Miller [09.15.17]
What is a dynamic tile system, what solutions exist, and why did we create our own custom solution for Fossil Hunters? I explain the thinking behind our choices and detail our unique approach.
Programming, Art, Indie


Insomniac Games — Burbank, California, United States
[09.22.17]
Mid/Sr UI Artist
Insomniac Games is searching for a Mid to Sr Level UI Artist

Insomniac Games — Burbank, California, United States
[09.22.17]
Character Artist
Character Artist needed for Insomniac Games!

Insomniac Games — Burbank, California, United States
[09.22.17]
Lighting Artist
Insomniac Games is searching for a Lighting Artist

Level EX — CHICAGO, Illinois, United States
[09.22.17]
Associate Producer


WRKSHP — San Francisco, California, United States
[09.22.17]
Senior Game Artist


Infinity Ward / Activision — woodland hills, California, United States
[09.21.17]
Senior Visual Effects Artist
You will use our in-house particle editor to author high quality, photo-real particle effects (fire, smoke, explosions, debris, clouds, etc.) that meet all technical and aesthetic standards for the project and implement them into our game engine.

Pixelberry Studios — Mountain View, California, United States
[09.20.17]
Senior Game Writer


Hangar 13 — Novato, California, United States
[09.20.17]
SENIOR VFX ARTIST
Hangar 13 is looking for an experienced artist to join our VFX team. You must have an ability to push the visual quality of game effects so that they closely match those of blockbuster movies, but have real-time experience. This position offers a unique opportunity to work closely with the engineering team and push the rendering and FX production capabilities of our engine.

Iron Galaxy Studios — Chicago, Illinois, United States
[09.20.17]
Design Director
Iron Galaxy Studios, an established independent developer best known for the Killer Instinct series, is looking for a talented Design Director. If you’re interested in an environment to showcase your talents across multiple exciting projects, this job is for you.

Remedy Entertainment — Capital Area (Espoo), Finland
[09.20.17]
Lighting Artist