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December 12, 2018
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UBM India announces the premiere edition of Game Development and Design Conference
by UBM India [12.11.18]
UBM India has announced the premiere edition of Game Development and Design Conference (GDDC) slated for February 21st-22nd 2019 in Pune.
Audio, Business/Marketing, Design, Programming, Production, Art

Catch new & classic GDC talks broadcasting live on the GDC Twitch channel  
by Staff [12.10.18]
The official Game Developers Conference Twitch channel has begun broadcasting gems from the GDC Vault of game development talks, roundtables, and postmortems, and you can tune in live now to watch!
Audio, Video, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Game Tech Deep Dive: The fast and furious window shaders of Forza Horizon 4 2
by Gareth Harwood [12.10.18]
Gareth Harwood, technical art director at Playground Games, offers an in-depth run-down of the shaders used to give buildings realistic rooms in the fast and beautiful Forza Horizon 4.
Design, Art, Console/PC

Video Game Deep Cuts: Smash That Punch-Out, Hard  
by Gamasutra Staff [12.09.18]
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a looks at the latest acclaimed Smash Bros. game, & a multitude of other neatness.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Weekly Jobs Roundup: Sucker Punch, Sony PlayStation, and more are hiring now!  
by Staff [12.07.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Design, Programming, Production, Art, Recruitment

Don't Miss: Deconstructing the art design of Journey  
by Steve Johnson [12.07.18]
Thatgamecompany's Journey is dominated by gentle slopes, but in this GDC 2013 talk its art director, Matt Nava, explains how the game's art direction coalesced through rocky starts and sharp turns.
Design, Art


Making of a indie horror game  
by Arjun Sankhala [12.11.18]
Day first of making a indie horror game - downloading the assets
Design, Programming, Production, Art, Indie, Smartphone/Tablet

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

Video Game Deep Cuts: Smash That Punch-Out, Hard  
by Simon Carless [12.09.18]
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a review (& compendium of reviews) for the latest acclaimed Smash Bros. game, & a multitude of other neatness.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

What you Give is What you Get: Environmental Storytelling in Games  
by Caleb Compton [12.06.18]
Games these days keep getting bigger, with larger open worlds, and more characters, quests and items than ever before. However, even with so much to do the worlds can feel empty. Environmental storytelling is one way to add depth and life to your game.
Design, Art, Console/PC, Serious, Indie, VR

How To Make Low Poly Look Good  
by Pontus Albrecht [12.03.18]
The ultimate guide to making your low poly art or game look good.
Design, Art, Indie

Video Game Deep Cuts: It's Spooky, It's Idle  
by Simon Carless [12.03.18]
This week's highlights include a fascinating documentary on fighting game stalwarts Team Spooky, a hyper-analytical look at the top idle game mechanics, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR


Playful Corp — McKinney, Texas, United States
[12.11.18]
FX Artist


Disruptor Beam, Inc. — Framingham, Massachusetts, United States
[12.11.18]
Senior Producer


Weta Workshop/Magic Leap — Wellington, New Zealand
[12.10.18]
Lead Animator


Insomniac Games — Burbank, California, United States
[12.10.18]
Senior Environment Technical Artist
Insomniac Games is looking for a Sr. Technical Artist focusing on Environments

Petroglyph Games — Las Vegas, Nevada, United States
[12.09.18]
Sr. Technical Artist - Rigger, Command and Conquer
Petroglyph is seeking an experienced tech artist to join our roster to work on our upcoming AAA titles which currently include a Conan strategy game, and the Command & Conquer series. Become a part of Petroglyph and join in on all the fun!

Sucker Punch Productions — Bellevue, Washington, United States
[12.07.18]
Cinematic Animator


Cignition — Palo Alto, California, United States
[12.07.18]
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.

Charlie Company — Culver City, California, United States
[12.07.18]
Senior Unity Programmer/Artist


Fox Cub Games — Remote, California, United States
[12.07.18]
VFX Artist


Sucker Punch Productions — bellevue, Washington, United States
[12.07.18]
Outsource Artist