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January 23, 2019
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Adobe acquires Substance toolkit creator Allegorithmic 4
by Chris Kerr [01.23.19]
Adobe has acquired Allegorithmic, the French company behind the Substance 3D material and texture creation toolkit that's used by a wide variety of game studios.
Design, Production, Art, Video

Strap in for a Panzer Dragoon Classic Game Postmortem at GDC 2019!  
by Staff [01.23.19]
This is a special Classic Game Postmortem because you get 2 speakers and not 1 but 3 Saturn games discussed in-depth: the original Panzer Dragoon, Panzer Dragoon Zwei and RPG Panzer Dragoon Saga.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, GDC

Square Enix has trademarked the name of Octopath Traveler's art style 6
by Chris Kerr [01.22.19]
The company has used the term to describe the Switch RPG's unique art style, which combines 16-bit character sprites and textures with polygonal 3D environments and high-definition effects.
Production, Art, Console/PC

Learn how Weta built Dr. Grordbort's Invaders for Magic Leap at GDC 2019!  
by Staff [01.21.19]
Come to GDC in March and hear how the Weta Gameshop team (born of a collaboration between Magic Leap and Weta Workshop) designed the eye-catching mixed-reality blast-'em-up Dr. Grordbort's Invaders!
Design, Art, GDC

Video Game Deep Cuts: NASA Slime-d Me With A BadCupid  
by Gamasutra Staff [01.20.19]
This week's highlights include a look at NASA's new commissions in the video game space, the crunch-free development of Slime Rancher, and a very offkilter procedurally generated dating game, among other things.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Weekly Jobs Roundup: Wargaming, Digital Extremes, and more are hiring now!  
by Staff [01.18.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Design, Programming, Art, Console/PC, Recruitment


Advanced UX Prototyping: Next Gen. Prototyping for Games & Apps.  
by Om Tandon [01.17.19]
Why and How to create Hi-fidelity game UX prototypes that rival finished game's feel to gather qualitative user data or pitch a new idea, way early in pre-production.
Design, Production, Art, Console/PC, Serious, Social/Online, Smartphone/Tablet

Video Game Deep Cuts: The Dusk Of The Bandersnatch Game Jam  
by Simon Carless [01.13.19]
This week's highlights include pieces on formidable '90s-style first-person shooter Dusk, the classic '80s game that inspired the Black Mirror episode Bandersnatch, and a surprising mega-roundup of 2018's best 'game jam' games.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Video Game Deep Cuts: Welcome To 2019, Already  
by Simon Carless [01.06.19]
This week's highlights include a detailed look at what 2019 may bring in terms of business trends & games - as well as a whole host of other leftover 2018 highlights, daily 'meditations' on games, a Chinese indie megahit, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Video Game Deep Cuts: The Best Of The Best Of The Year  
by Simon Carless [12.23.18]
This week's highlights include a multitude of 'best of' lists of the top games of the year - from video through group round-ups to individual highlights.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Video Game Deep Cuts: Below The Ashen Mutant Hades  
by Simon Carless [12.16.18]
This week's highlights showcase Below, Mutant Year Zero, Hades, Gris, and Ashen - all of which have standout features - with reviews in the round-up, as well as more 'best of the year' & more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

A Team-Oriented Approval Process  
by Timothy Ryan [12.10.18]
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities. This can be tackled with a team-oriented approval process.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Smartphone/Tablet


Within — Los Angeles, California, United States
[01.22.19]
Engineering Lead (Mobile)


Within — Los Angeles, California, United States
[01.22.19]
Graphics Engineer


Deep Silver Volition — Champaign, Illinois, United States
[01.22.19]
UI Artist


Deep Silver Volition — Champaign, Illinois, United States
[01.22.19]
Senior UI Artist


Lucid Ones — Shanghai, China
[01.22.19]
TECHNICAL ARTIST


Infinity Ward / Activision — Woodland Hills, California, United States
[01.21.19]
Senior Visual Effects Artist
Infinity Ward is currently seeking a Senior In-Game Visual Effects Artist for an exciting unannounced project.

Cignition — Palo Alto, California, United States
[01.18.19]
Game Programmer
We are looking for innovative gameplay programmers to join our team. Cignition is a growing startup, passionate about blending gameplay and neuroscience to create immersive learning experiences.

Heart Machine — Los Angeles, California, United States
[01.18.19]
Level Designer
If you’re an incredibly capable level design with ample spacial reasoning skills, a strong sense of storytelling, great sense of pacing and an eye for good compositions in 3d, please reach out to us!

Digital Extremes Ltd. — London, Ontario, Canada
[01.18.19]
Environment Artist


Wargaming Sydney — Broadway, New South Wales, Australia
[01.17.19]
Lead Artist
Wargaming Sydney is seeking a passionate and experienced Lead Artist to play a key role in driving the art style and content creation for our new games.