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Peter Kojesta's Blog   Expert Blogs


Project development and management in association with:

* Northrop Grumman
* General Dynamics
* Firaxis / 2k
* Irrational/ 2k

* Day 1 Studios
* Warner Brothers
* LucasArts
* Gameloft 

Credits include:

* Civ : Beyond Earth
* World of Tanks
* Sid Meier's Starships 

* Civ 5: Brave New World
* Xcom: Enemy Unknown
* Bioshock Infinite
* Ace Patrol
* Chronicles of Spellborne
* Snapshot Adventures 
* Gangstar Rio
* Fracture
* F.E.A.R 3
* Majestic-12 


Expert Blogs

Posted by Peter Kojesta on Wed, 30 Sep 2015 02:03:00 EDT in Business/Marketing, Design, Indie
VR + FPS + SprintR (Our input controller). This is about how a tiny team is trying to crack the control problem, and how we got here. It's harder than one can imagine to make something new, and even harder to convince people that it does what you claim.

Posted by Peter Kojesta on Tue, 20 Jan 2015 11:38:00 EST in Art, Console/PC, Indie
This is a technique we developed to remove skewing on normal maps for mechanical models. It comlpetely eliminates poor skewed normals.

Posted by Peter Kojesta on Thu, 02 Feb 2012 11:42:00 EST in Business/Marketing
I had a friend accuse me of loan sharking; that's just awesome. His joke about loan sharking speaks to something in our industry that needs some attention. The vast majority of us still have not realized we're in the deep end of the pool. Let's review..

Posted by Peter Kojesta on Thu, 24 Feb 2011 08:36:00 EST in Production
The Pilot Paradigm is an idea on how to dramatically reduce the cost of game development, while fostering an atmosphere of innovation and competition. It proposes a new way to introduce franchises, and examples some methods for game production.

Posted by Peter Kojesta on Fri, 12 Nov 2010 11:17:00 EST in Art
Modern game environments are something to behold; no doubt about it. So, how do your environments measure up? Are you that studio that devotes its time and resources to making killer character models but pays the environments lip-service?

Posted by Peter Kojesta on Mon, 01 Nov 2010 11:51:00 EDT in Production
'Get your ego out of my art'; it should be an Art Director’s mantra, and not just because it improves overall quality, but because it increases efficiency, and makes all the other artists on the team happy.

Peter Kojesta's Comments

Comment In: [News - 10/22/2015 - 02:07]

Met her at gdc a ...

Met her at gdc a while ago, she exemplifies class. It was a pleasure to speak with her.

Comment In: [Blog - 09/30/2015 - 02:03]

Bryson: We 're still a ...

Bryson: We 're still a bit off from selling it, but if you 're interested there 's a newsletter on the site. We 'll send out info on prices and release dates as that starts to come into view. As it stands, we 'll have something commercial this coming year. ...

Comment In: [News - 08/18/2015 - 04:02]

I 'm glad you guys ...

I 'm glad you guys have the hands covered, because we have movement via the feet covered with our product SprintR. r n r nI don 't mean to hijack the conversation, but we 're really excited about the possibilities our device opens up to the market. We 're ...

Comment In: [News - 04/27/2015 - 08:28]

Nice lady, met her at ...

Nice lady, met her at GDC once. Good luck in your new ventures Ms. Sweet.

Comment In: [Blog - 01/14/2015 - 02:49]

This is not a good ...

This is not a good artist/client relationship. Too much back/forth, many of the changes requested would only go noticed by someone who already had an idea in their head about what the thing should look like i.e has no effect on the final piece for the viewing public , too ...

Comment In: [Blog - 01/20/2015 - 11:38]

No, I 'm not wrong, ...

No, I 'm not wrong, as that 's what the 3d application gives you when you make a smoothed cube. You can press 2 buttons in 3dsmax and see for yourself. r n r nKudos on the long write up about smoothing, though you 've missed the point of this ...