Through the development of Splinter Cell: Blacklist & Far Cry 4, I realized I've developed some personal Guiding Art Principles that inform my day to day decision-making whether I'm tackling props or full environments. Thought it'd be worth sharing!
This article sums up what type of game developers would incline to outsource art works. This could be a road map for art service providers: from whom you would look for orders.
In this article, game designer Sande Chen distinguishes between offensive characters and offensive material, and explains why it's important to keep track of authorial tone.
How sexualising characters can alienate your audience, and how not doing this is only just the beginning.
A look at the more personal challenges faced during solo indie dev - laziness, confidence and the home environment.
In this article we look at color in games: its function, how technology has improved color display, and how our biology affect the perception of color.