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January 20, 2019
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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

Don't Miss: How working on gross, violent games can affect developers 20
by Staff [01.17.19]
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

GDC 2019 debuts new mentoring program to help grow your game dev career  
by Staff [01.17.19]
Launching at GDC 2019 is a brand-new mentoring program to help encourage game development professionals to continue and grow in their personal careers!
Audio, GDC, Smartphone/Tablet, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Trailblazing Sega dev Rieko Kodama to be honored with Pioneer Award at GDC 2019!  
by Staff [01.17.19]
A trailblazing game artist, director and producer, Kodama carved out a career in an industry historically inhospitable to women, eventually leading development of some of the most well-regarded JRPGs!
Design, Production, Art, Console/PC, GDC

GDC 2019 offers a wealth of UI/UX talks to help you build better games!  
by Staff [01.16.19]
Good UI/UX is key: No matter how great your game is, people won't play it if it's a pain to learn and play. So come to GDC 2019 and learn useful UI/UX design strategies from the best in the business!
Design, Art, Console/PC, Indie, Smartphone/Tablet, GDC

GDC 2019 will host a Classic Game Postmortem of Paperboy!  
by Staff [01.16.19]
Veteran game dev John Salwitz, who's worked on everything from Rampart to Klax to Medal of Honor, will be at GDC 2019 in San Francisco the deliver a Classic Game Postmortem of Atari's arcade hit Paperboy
Business/Marketing, Design, Programming, Production, Art, Console/PC, GDC


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

10-Part Educational Video Series about Becoming a Game Artist  
by Gabby Cherney [01.17.19]
So You Wanna Make Games?? is a 10-part educational video series all about the different art roles in game development. The goal of the series is to demystify game art and make industry knowledge more accessible to future (and would-be future) developers.
Art

Understanding the Roles of Game Dev Professionals  
by Pavel Shylenok [01.15.19]
We have outlined the most important roles in game development. In the second part of the article we will see how can jobs and roles be combined within a single person using an RPG game as an example and review potential bottlenecks of such combinations.
Business/Marketing, Design, Programming, Art, Indie

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

A Year as a UX/UI Freelancer  
by Kylan Coats [01.11.19]
Takeaways from a full-time dev's first year as a UX/UI freelancer in 2018.
Design, Art, Console/PC, Indie, Smartphone/Tablet

Easy to Learn, Hard to Master  
by Lukas Powers [01.11.19]
Atari founder, Nolan Bushnell, came up with the game design methodology “Easy to learn, but hard to master.” While it has become a popular mantra for designing game mechanics, it may not be the only philosophy that works.
Design, Programming, Art, Console/PC, Serious, Indie, Social/Online


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.

Wargaming Sydney — Broadway, New South Wales, Australia
[01.17.19]
Senior Technical Artist
Wargaming Sydney is looking for a Senior Technical Artist to join our talented team of game creators as they embark in creating the next big free-to-play PC title from Wargaming.

Wargaming Sydney — Broadway, New South Wales, Australia
[01.17.19]
Lead Game Designer
Wargaming Sydney is seeking a passionate Lead Game Designer to join our professional team and deliver fresh experiences for players.

Impulse Gear, Inc. — San Francisco, California, United States
[01.17.19]
Mid / Senior Animator
If you're interested in taking first person shooters to the next level Impulse Gear is looking for you! Impulse Gear is seeking a Mid / Senior Animator to help push the boundaries of our Virtual Reality worlds. Daily tasks would involve the creation of unique character animation, motion capture processing, skinning, developing physics assets and more. The ideal candidate will have had previous success as a Mid/Senior level Animator, outstanding communication skills, a creative mindset, experience working with Unreal Engine 4’s animation and physics systems, a passion for Virtual Reality and a strong drive to bring new techniques and workflows into our projects.

Imangi Studios — Raleigh, North Carolina, United States
[01.17.19]
Game Artist


Imangi Studios — Raleigh, North Carolina, United States
[01.17.19]
Software Engineer


Sucker Punch Productions — Bellevue, Washington, United States
[01.17.19]
Character Artist