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  • C++ Engine Programmer
    Grinding Gear Games
    We are Grinding Gear Games, creators of the award-winning dark fantasy Action RPG Path of Exile. We're a world-class studio of more than 200 developers based in Auckland, New Zealand and we're currently expanding the Path of Exile development team.…
  • Concept Artists
    Grinding Gear Games
    We are Grinding Gear Games, creators of the award-winning dark fantasy Action RPG Path of Exile. We're a world-class studio of more than 200 developers based in Auckland, New Zealand and we're currently expanding the Path of Exile development team.…
  • 3D Artists
    Grinding Gear Games
    We are Grinding Gear Games, creators of the award-winning dark fantasy Action RPG Path of Exile. We're a world-class studio of more than 200 developers based in Auckland, New Zealand and we're currently expanding the Path of Exile development team.…
  • Producers
    Grinding Gear Games
    We are seeking a Producer to support our artists and art pipeline.Location: On-site in Henderson, Auckland, New Zealand*Relocation assistance (for the right candidate if needed)Full-time position - 40 hours a weekThe position includes the following…

The Latest

The latest journals, news, devlogs

  • Posted by Jett Sutherland
    renders i made while working on a gamejam with my exits filled with inside jokes and other references
  • Posted by Jett Sutherland
    just some practise to get back into the swing of things modelled in Maya and rendered with Arnold
  • Posted by Jett Sutherland
    for my first CGI Environments assignment, i was required to make a stylized low poly outdoor environment 
  • Posted by Jett Sutherland
    3D renders i created to be used in my games project assignment for uni - we made a dating sim taking place at a university 
  • Posted by Jett Sutherland
    im not gonna lie im just trying to fill out my portfolio i love wizards i wanted to do something inspired by like. those weird huge wizard telescopes 
  • Posted by Jett Sutherland
    ive been listening to less than by nine inch nails too much so the music video compelled me to make this
  • Posted by davidcoen
    Some old d3dx12 tests, playing with geometry being defined internal to shader, so convex hulls or simple spheres.
  • Posted by davidcoen
    And now to loose some time on what it the easiest way to move this forward and on what path.
  • Posted by davidcoen
    Of course, the sensible thing would be to use an existing game engine, but after a certain point, there is some curiosity if learning and fighting yet another game engine is really quicker that just writing something from scratch.
  • Posted by Dark Half Studios
    Hey everyone!
  • Posted by Zoe McNeany
    Set of stylized Asteroids created as environment props for "Max Mustard" From Toast Interactive. 
  • Posted by Zoe McNeany
    Prop Model of a target & target activated blockade wall used in "Max Mustard" by Toast Interactive. 
  • Posted by Ana Beluso
    work in progress Live2D model Click the 2nd image to view animation.
  • Posted by Ana Beluso
    A simple dance sequence I made in Live2D using my illustration. Click the image to view animation.
  • Posted by RMangano
    Personal Illustration for fun and practise.

New Members

  • Graduated from Griffith University, with a Bachelor in Games Design majoring in CGI im a 24 year…
  • Dark Half Studios is a premier sound design and audio post-production studio, delivering cinematic…
  • 3d Generalist / character artist with a passion for creating games!
  • Seasoned technology leader with extensive experience in engineering and production/product roles.25…
  • A hard working, creative artist with over 4 years experience working with various teams on multiple…
  • Accomplished Game Designer with 11+ years of experience managing customer support teams and running…
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