www.fgks.org   »   [go: up one dir, main page]


Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
October 15, 2015
PR Newswire
View All
View All     Submit Event






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Game Animation Bootcamp: An expert roundtable Q&A; 5
by Mike Jungbluth [03.07.14]
The game animation experts behind GDC's Animation Bootcamp answer questions from the development community. Even if you don't work directly in animation, this is worth a read.
Design, Art

How Tale of Tales lets creativity, collaboration rule game development  
by Christian Nutt [10.16.13]
In this interview, conducted shortly after GDC Europe concluded, Tale of Tales discuss letting creativity and collaboration rule game development while leaving behind the ties to the games that inspired them in the past.
Design, Art, Interview, Indie

20 Years of Mana: Secret of Mana's Enduring Influence 23
by Christian Nutt, Douglas Wilson [08.09.13]
This week, 20 years ago, Secret of Mana was released for the Super Nintendo. What has made the game so enduring? And what inspirations does it offer to contemporary developers? Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discuss.
Audio, Art, Console/PC, Indie

The Last Pixel: Closing the book on Pixel Pusher 2
by Steve Theodore [07.08.13]
In this reprint from the final (June/July 2013) issue of GD Mag, Steve Theodore reflects on how the nature of discussing art in games has changed in the past ten years.
Design, Art, GD Mag Exclusive

Postmortem: Resident Evil 4 8
by Yoshiaki Hirabayashi [06.26.13]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 cinematics lead Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Design, Postmortem, Art, Game Developer Magazine, GD Mag Exclusive


Postmortem: Inkle's 80 Days Exclusive 2
by Jon Ingold & Joseph Humfrey [10.14.15]
Developers at Inkle explain how small side-project turned into a huge endeavor, and eventually became one of the most critically acclaimed games on the App Store, Google Play and Steam.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet, Exclusive

Q&A;: Orchestrating nine-player co-op chaos in A Fistful of Gun  
by Konstantinos Dimopoulos [10.14.15]
'If you want something with traditional controls or you hate arcade coin-chewers, it's probably not gonna be your thing,' says Paul 'Farmergnome' Hart. 'And I am okay with that.'
Design, Art, Console/PC, Indie, Video

UK government launches £4 million Prototype Fund 3
by Chris Kerr [10.12.15]
The UK Government has launched the Video Games Prototype Fund, a £4 million funding pool that will help small developers find their feet and create promising prototypes.
Art, Indie


Pain, Fatherhood, and Game Design  
by Thomas Henshell [10.14.15]
“Real artists take the misery and sadness of life and translate it into art.” -- Josh Peck How a medical scare with my newborn affected the quest design in my role playing game.
Design, Art, Indie

A Bridge Toward the Indiepocalypse 1
by Matthew Leigh [10.14.15]
The development of our game Star Bridge, the update intended to save it, and the spiral towards indiepocalypse.
Business/Marketing, Design, Production, Art, Console/PC, Indie, Smartphone/Tablet

Making of Super Mega Baseball No.4 – OGRE 'n' Art  
by Liane Howill [10.14.15]
Early on in the project, we made the switch from rolling our own tech to using a rendering engine called OGRE. This post covers the decision to use it and what it meant for the game.
Design, Programming, Production, Art, Console/PC, Indie

Weirdest RPG Maker Games: Recap Before the New Mac Release  
by Zack Wood [10.14.15]
In advance of the new Mac version of RPG Maker coming out on October 23rd (RPG Maker MV), I wrote this recap of some of the weirdest and wildest RPG Maker games that I discovered during research for making my own.
Design, Art, Console/PC, Serious, Indie

Old Genres Originals vs Sequels (aka Streets of Rage)  
by Mike Higbee [10.14.15]
Taking a look at what made Streets of Rage so great.
Audio, Design, Art, Console/PC


PlayRaven — Helsinki, Finland
[10.15.15]
UI ARTIST - PLAYRAVEN


Bigpoint — Lyon, France
[10.15.15]
Art Director (m/f) - Lyon - 3854


Hangar 13 — Novato, California, United States
[10.14.15]
Senior Graphics/Rendering Engineer
Hangar 13 is looking for a seasoned Graphics Programmer who enjoys a collaborative and creative work environment and is looking to push the boundaries of cutting edge 3D graphics.

2K — Novato, California, United States
[10.14.15]
Production Artist (Marketing) - Temp


Sega Networks Inc. — Madison , California, United States
[10.14.15]
Game Engineer (Madison or Philadelphia)


Monolith Productions — Kirkland, Washington, United States
[10.14.15]
Sr. UI Artist
Sr. UI Artist

Loot Crate — Los Angeles, California, United States
[10.14.15]
Lead Game Developer


Incredible Technologies — VERNON HILLS, Illinois, United States
[10.14.15]
Game Programmer


Autodesk — Greenbelt, Maryland, United States
[10.14.15]
Mobile Software Engineer – Autodesk Games Solutions
Autodesk is looking for an experienced mobile software enginee

Autodesk — Greenbelt, Maryland, United States
[10.14.15]
Principal Engineer – Games Solutions
Autodesk is looking for a talented and experienced Principal Engineer