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February 24, 2018
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The Legend of Zelda: Breath of the Wild big winner at DICE Awards 3
by Kris Graft [02.23.18]
At the 21st DICE Awards in Las Vegas on Thursday night, Nintendos The Legend of Zelda: Breath of the Wild won game of the year, in addition to three other awards.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Attend GDC 2018 for a behind-the-scenes look at texturing Pixar's CocoVR  
by Staff [02.22.18]
Heads up, VR devs: If you're coming to theGame Developers Conferencein San Francisco next month you won't want to miss a great talk about the rendering of Pixar's VR experienceCoco VR.
Production, Art, GDC

Work hard, save money, stay true to vision, says Cuphead dev  
by Kris Graft [02.21.18]
Maja Moldenhauer, executive producer at Cuphead developer StudioMDHR, gave a high-level talk about making a run-and-gun shooter with no experience, barely any budget, and a whole lot of effort.
Business/Marketing, Art, Console/PC, Indie

Video: How color defined the visual rules of Shangri-La in Far Cry 4  
by Emma Kidwell [02.21.18]
In this 2015 GDC talk, Ubisoft Toronto's Joshua Cook explainsthedevelopment process in regards to defining the look of a unique world within a world for Far Cry 4.
Production, Art, Console/PC, Video

Video: How Overwatch animators managed their workflow  
by Emma Kidwell [02.20.18]
In this 2017 GDC talk, Blizzard's Jesse Davis goes into how the Overwatch team built an animation pipeline and workflow around a new game universe with anew team culture that still matchedBlizzard'svalues.
Art, Console/PC, Video

Capcom will present a postmortem of Monster Hunter World at GDC 2018!  
by Staff [02.20.18]
YuyaTakuda, a longtime Capcom game dev who served as director onMonster Hunter World,will spend an hour speaking in rare detail about how the remarkable game was designed and developed.
Audio, Business/Marketing, Design, Production, Art, Console/PC, Social/Online, GDC

Why a "Flappy Bird Clone" Took More Than 7 Years to Make 4
by Matias Kindermann [02.23.18]
The story of how a game that has absolutely nothing to do with Flappy Bird took over 7 years to make. During that long process it became known as a "Flappy Bird Clone" and we decided to not care anymore and let people play it and decide for themselves.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet

Video Game Deep Cuts: Florence & The Orange Monster Box  
by Simon Carless [02.18.18]
This week's Video Game Deep Cuts highlights include a look at evocative smartphone title Florence, the anniversary of Valve's Orange Box, and a Monster Hunter buddy team-up service.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Flash Games Arent Dead, Theyre Just In A Coma 1
by Thomas Brush [02.16.18]
In 2016, Kickstarter resoundingly supported my game about a minister in Hell, and raised over $100,000. So you can imagine how excited and nervous I am about my next Kickstarter campaign, the sequel to my first Flash about a boy named Pete in a coma.
Audio, Business/Marketing, Design, Art, Indie

Creating 2D Particle Effects in Unity3D 4
by David Finseth [02.16.18]
Technical Artist David Finseth of Synapse Games explains how the particle effects in "Spellstone" and "Animation Throwdown" were created in Unity3D.
Design, Art, Social/Online, Smartphone/Tablet

Postmortem: A Courtroom Drama Game, Twelve Absent Men 2
by JJ KR [02.15.18]
This is the story of Twelve Absent Men, a courtroom drama game developed for Android and iSO. The Post-mortem looks at design features, ideas, gameplay and coding, along with various problems that came up along the way.
Business/Marketing, Production, Art, Indie

Arts vs. Entertainment: Is "Art" in Gaming Dying?  
by Andrew Heikkila [02.14.18]
I think people play video games and invest in their experiences for two primary reasons: their artistic narrative and their ability to provide competitive entertainment. Unfortunately, I believe that the former is going by the wayside.
Design, Production, Art, Console/PC, Indie, Social/Online

Insomniac Games — Burbank, California, United States
Lead VFX Artist
Insomniac Games is searching for a Lead VFX Artist in Burbank, CA

Tic Toc Games — Burbank, California, United States

Blue Wizard Digital — Vancouver, British Columbia, Canada
Digital Marketing/ User Acquisition Specialist

Truly Social Games LLC — Portland, Oregon, United States
Marketing/ UA Manager

Seismic Games — Los Angeles, California, United States
Backend Engineer

Disruptor Beam, Inc. — Framingham, Massachusetts, United States
VFX Artist

Backflip Studios — Boulder, Colorado, United States
Technical Artist, Outsource

Vicarious Visions / Activision — Albany, New York, United States
Environment Artist - Destiny (World Building)
We’re looking for talented artists to create art for the Destiny universe.

Backflip Studios — Boulder, Colorado, United States
UI Artist

GameVision — Naperville, Illinois, United States
Game Art Producer