 |
|
 |

Category: Visual Art
Expert Blogs 
| Conversations with a Crocodilian |
| Posted by Andy Schatz on 02/09/09 02:48:00 pm
in
Game Design,
Visual Art
|
| As part of my dinosaur research, I've been speaking with Adam Britton, a real-world crocodile handler and researcher. The following is a bit of concept art from our artists at and the conversation with Adam that ensued. |  |
| Read More... | 0 Comments |
| A Theory of Cuteness |
| Posted by Ian Bogost on 08/12/09 12:59:00 am
in
Game Design,
Visual Art
|
| Graham Harman and a Tiny Horse, or, cute is not what something looks like, but how it behaves. |  |
| Read More... | 3 Comments |
| Welcome to Gamasutra Blogs! |
| Posted by Chris Remo on 03/04/09 11:52:00 pm
in
Audio,
Game Design,
Programming,
Production,
Visual Art
|
| Welcome to Gamasutra Blogs. We've put together a brief summary of our plans and goals with this new section of the site, as well as some handy guidelines for prospective bloggers. Get in on the ground floor! |  |
| Read More... | 24 Comments |
| Innovative or just Good Art? |
| Posted by Benjamin Quintero on 03/04/09 11:49:00 pm
in
Game Design,
Visual Art
|
| All too often it seems that games are given the title of innovation, even if the game itself is simply a solid execution of a specific genre. I suppose that is the question. Is something innovative, just because it incrementally improved on a ... |  |
| Read More... | 1 Comment |
| Uncanny Likeness |
| Posted by Benjamin Quintero on 05/01/09 02:41:00 pm
in
Game Design,
Visual Art
|
| I can't put my finger on it but I know I've seen this before. |  |
| Read More... | 4 Comments |
| What's Wrong With Being Indie |
| Posted by Benjamin Quintero on 05/25/09 11:22:00 pm
in
Audio,
Game Design,
Programming,
Production,
Visual Art
|
| In my various failed attempts to find strong partners through the years, I've come to a few conclusions. |  |
| Read More... | 5 Comments |
| Developers are Cheap! |
| Posted by Benjamin Quintero on 11/13/09 05:28:00 am
in
Programming,
Production,
Visual Art
|
| Working harder, not smarter is a hard trend to break. |  |
| Read More... | 4 Comments |
| Imperishable Night: Easier challenge means more adrenaline? |
| Posted by Michael Molinari on 03/06/09 08:27:00 pm
in
Game Design,
Visual Art
|
| Dissecting just what makes my adrenaline pump during a specific portion of Imperishable Night, wherein gameplay is simplified and I really shouldn't be breaking a sweat at all. |  |
| Read More... | 0 Comments |
| Galaga: When Going Left Isn't Always Right |
| Posted by Michael Molinari on 03/10/09 08:34:00 pm
in
Game Design,
Visual Art
|
| Taking a look at the shmup's earliest integration of having to go out of one's way in order to trick that evil AI. And yes, I discuss why the first game to do so isn't Space Invaders. |  |
| Read More... | 6 Comments |
| Radiant Silvergun: Takin' The Dog For A Walk |
| Posted by Michael Molinari on 03/08/09 08:41:00 pm
in
Game Design,
Visual Art
|
| Examining the little-known phenomenon of collecting hidden dogs in Radiant Silvergun for the sake of saying one collected hidden dogs in Radiant Silvergun. |  |
| Read More... | 0 Comments |
| Sin & Punishment: Reading Between The Dimensions |
| Posted by Michael Molinari on 03/13/09 08:04:00 pm
in
Game Design,
Visual Art
|
| Taking a look at one of many instances where Treasure (♥) will slip in a boss battle from another genre. |  |
| Read More... | 0 Comments |
| Ikaruga: Eating Dots For A Healthier Life |
| Posted by Michael Molinari on 03/16/09 08:10:00 am
in
Game Design,
Visual Art
|
| Taking a breather from all of the manic-shooting curtain-fire mayhem to which we so commonly subject our mortal bodies, immersing ourselves instead in the serenity and beauty of "dot eating." |  |
| Read More... | 1 Comment |
| Warning Forever: Your Own Personalized Frankenstein |
| Posted by Michael Molinari on 03/19/09 06:11:00 pm
in
Game Design,
Visual Art
|
| Exposing how crucial your every move is in dictating just how hard this game beats you up. Also: a brief look at an ingenious control scheme that simplifies the complex. |  |
| Read More... | 1 Comment |
| Raiden III: That poor, hapless driver |
| Posted by Michael Molinari on 03/24/09 09:22:00 pm
in
Game Design,
Visual Art
|
| Revealing one of the finer details in Raiden III: The ability to make a conscious decision to kill an unknown civilian. |  |
| Read More... | 2 Comments |
| Squares 2: Is [Not] A Shmup |
| Posted by Michael Molinari on 04/02/09 01:28:00 am
in
Game Design,
Visual Art
|
| Defining, undefining, and redefining again what it means for a game to be a shmup. [spoiler alert: discussion includes an outweighed number of contradictions over solid fact and resolution. Read with caution and an open mind] |  |
| Read More... | 1 Comment |
| Battle Garegga: More Pink Flamingos, Please |
| Posted by Michael Molinari on 04/08/09 07:23:00 pm
in
Game Design,
Visual Art
|
| Justifying proof that arcade cabinets are designed to eat your quarters, to the point where the number of quarters inserted is irrelevant - unless of course you enjoy inevitable defeat. Also: video of pink flamingos! |  |
| Read More... | 2 Comments |
| Sinistar: Things I Just Can't Do. |
| Posted by Michael Molinari on 04/14/09 05:55:00 pm
in
Game Design,
Visual Art
|
| Revealing the true inspiration for fear within my body, at least in regards to the 80s. |  |
| Read More... | 2 Comments |
| Project RS3: I'm No Fanboy, I Just Appreciate Art |
| Posted by Michael Molinari on 04/21/09 04:41:00 pm
in
Game Design,
Visual Art
|
| Dare I tackle the subject of art, let alone that which may exist in games? To my own rhetoric I say, "Yes." |  |
| Read More... | 2 Comments |
| Dual Play: When Playing With Yourself is a Gameplay Mode |
| Posted by Michael Molinari on 04/28/09 02:50:00 pm
in
Game Design,
Visual Art
|
| Twice the action. Double the stakes. Unfathomably more challenging. If I told you this existed, you'd say it was impossible for anyone to complete, let alone perform. And yet, this world in which we live houses some very talented people. |  |
| Read More... | 7 Comments |
| Boss Rush Mode: Boss Yes, Not So Much Rush |
| Posted by Michael Molinari on 05/13/09 12:07:00 am
in
Game Design,
Visual Art
|
| You've played it before. Now find out why the joy you may have felt while playing it was all for nothing. Also: niche references to the Star Wars universe. |  |
| Read More... | 2 Comments |
| Where Have All The Shmups Gone!? |
| Posted by Michael Molinari on 05/20/09 03:25:00 pm
in
Game Design,
Visual Art
|
| A dying genre is kept alive, if only for one more moment, by a blog entry on Gamasutra. Clap if you believe in shmups! |  |
| Read More... | 9 Comments |
| Ikaruga: Practicing Faith |
| Posted by Michael Molinari on 06/07/09 08:22:00 pm
in
Game Design,
Visual Art
|
| An in-depth look at one level of Ikaruga, examining just what makes people love it (i.e. shmups) so much and keep coming back for more. Perfect for the curious. Even better for anyone who knows the game by heart. |  |
| Read More... | 2 Comments |
| The Blame Game: It's Not Me, It's You |
| Posted by Michael Molinari on 06/18/09 07:53:00 pm
in
Game Design,
Visual Art
|
| Do I like a challenge? Yes. Do I like an unfair challenge? Definitely. Do I like unfair? Well, of course not. |  |
| Read More... | 6 Comments |
| Ikaruga: Line Graphs Don't Lie |
| Posted by Michael Molinari on 07/09/09 05:22:00 pm
in
Game Design,
Visual Art
|
| An analytical look at Ikaruga's Xbox 360 leaderboard scores. Prepare to not be shocked by the results. |  |
| Read More... | 0 Comments |
| The Future Of The IGDA Is Written By You. |
| Posted by Reid Kimball on 08/03/09 03:19:00 pm
in
Audio,
Game Design,
Programming,
Production,
Visual Art
|
| How the recent controversy regarding Tim Langdell opens the door to shape the IGDA into what its members want from it. |  |
| Read More... | 6 Comments |
| A story about shaders, Part I |
| Posted by Neil Gower on 03/16/09 07:29:00 pm
in
Programming,
Production,
Visual Art
|
| Steve Theodore's article contains a good discussion of some of the key issues in getting artists directly involved in the shader creation process. This is the first of a series of posts about my own experiences on the topic. |  |
| Read More... | 0 Comments |
| A story about shaders, Part II |
| Posted by Neil Gower on 03/17/09 05:17:00 pm
in
Programming,
Production,
Visual Art
|
| When we left off yesterday, artists were at last able to create shaders without having to learn any programming. It seemed like a new age of enlightenment, but was everything really happy in the mushroom kingdom? The story continues... |  |
| Read More... | 0 Comments |
| A story about shaders, Part III |
| Posted by Neil Gower on 03/26/09 05:50:00 pm
in
Programming,
Production,
Visual Art
|
| Even with fancy shader builder GUIs, we can't completely ditch the programmers from the shader creation process. Now explore what's involved in sharing the work between programmers and artists in the artist-driven paradigm. |  |
| Read More... | 2 Comments |
| A story about shaders, Part IV |
| Posted by Neil Gower on 04/03/09 01:05:00 pm
in
Programming,
Production,
Visual Art
|
| The final chapter of this epic saga about shader creation work flow. Time conspires against us, as always, but there are a few tricks that can help avoid an unnecessary crunch. |  |
| Read More... | 1 Comment |
| The taste of TOJam |
| Posted by Neil Gower on 06/03/09 12:17:00 am
in
Audio,
Game Design,
Programming,
Visual Art
|
| I've worked in games and entertainment for years, but in the back of my mind I always envied indie projects. This year, I finally stopped thinking about it and jumped in to TOJam #4. |  |
| Read More... | 0 Comments |
Reinventing Fantasy  |
| Posted by Alexander Brandon on 10/27/09 02:32:00 pm
in
Visual Art
|
| Fantasy in the traditional sense has a very focused canon, which many publishers and developers are reinventing, or at least trying to. Just how well are they pulling it off? |  |
| Read More... | 7 Comments |
| The Romans Cheated! …And Won. |
| Posted by Matt Allmer on 04/09/09 11:59:00 pm
in
Visual Art
|
| A follow-up to Hiroshi Matsuyama and Seiji Shimoda's GDC '09 talk on the cinematic art of Naruto: Ultimate Ninja Storm. Why one of the next steps in game visuals is cheating like a grade school bully……and getting away with it. |  |
| Read More... | 1 Comment |
| Sexy Tiles: Sidescrollers |
| Posted by Adam Saltsman on 07/16/09 03:40:00 pm
in
Visual Art
|
| A two-part look at some of the fundamentals of drawing 2D game environments. In part one we examine a screenshot from Metroid Fusion that does almost everything right, and then check out some other sexy sidescroller graphics. |  |
| Read More... | 12 Comments |
Surprise: Movies Based On Games Aren't Likely To Be Good  |
| Posted by Lewis Pulsipher on 10/30/09 02:21:00 pm
in
Visual Art
|
| Reading an article in the latest Game Informer magazine about the poor record of movies derived from games, my reaction was "that's not surprising." Games aren't a good storytelling medium, which makes a successful movie less likely to derive from a game. |  |
| Read More... | 22 Comments |
Why "Next-Gen Games" Went Gray, Brown, And Grey.  |
| Posted by Philippe Ringuette-Angrignon on 06/06/09 08:07:00 pm
in
Visual Art
|
| We've all heard it before; since the PS3 and Xbox 360 generation, our games' color palettes have moved towards desaturated tones. I'll try to explain why this has happened, and focus on one of the less obvious reasons. |  |
| Read More... | 13 Comments |
| Leaf Translucency |
| Posted by David Rosen on 08/19/09 04:36:00 am
in
Visual Art
|
| Leaf translucency has 3 determinants: how close the leaf is to the image of the sun, the angle between the leaf and the sun and the translucency of each part of the leaf. See how it works in Overgrowth's Phoenix Engine. |  |
| Read More... | 2 Comments |
| Character Normal Maps |
| Posted by David Rosen on 10/19/09 02:24:00 pm
in
Visual Art
|
| A basic breakdown of character normal mapping. |  |
| Read More... | 0 Comments |
Member Blogs 
| Hobby Video Game Studio looking for Concept Artists, Designers, Writers |
| Posted by Winston Miller on 04/29/09 12:08:00 am
in
Audio,
Game Design,
Programming,
Production,
Visual Art
|
| As an aspiring game designer/programmer, I am putting together a hobby project to get a bit more experience in team management, design, programming, and the industry as a whole. Posted a call on various sites, repeated here. |  |
| Read More... | 9 Comments |
| Anticipation in Games |
| Posted by Christiaan Moleman on 03/19/09 07:08:00 am
in
Game Design,
Visual Art
|
| Anticipation in games? Balancing a sense of weight with player control? Shadow of the Colossus seems to prove it can be done. |  |
| Read More... | 5 Comments |
Good practice - Animation As Gameplay  |
| Posted by Christiaan Moleman on 04/05/09 03:22:00 am
in
Game Design,
Visual Art
|
| A quick glance at some examples of how animation can be used to convey important information to the player. |  |
| Read More... | 5 Comments |
PAX09 Special Report: A Console Love-in  |
| Posted by Ron Newcomb on 09/11/09 08:44:00 am
in
Audio,
Game Design,
Programming,
Production,
Visual Art
|
| The Penny Arcade Expo was held last weekend in Seattle. What's a washed-up gamer with no reflexes do? Watch the gamers, and consider the past and future. |  |
| Read More... | 0 Comments |
| What the *#$^&(!!! do you mean by POLISHED?? |
| Posted by Kimberly Unger on 03/06/09 04:13:00 pm
in
Visual Art
|
| Some thoughs on what your instructor meant by "needs more polish" in your Final Grade... |  |
| Read More... | 2 Comments |
| Ah, triage. |
| Posted by Kimberly Unger on 03/07/09 09:53:00 am
in
Visual Art
|
| Ah, triage. The vast majority of my freelance work these days comes in at the last minute. Usually on fire. |  |
| Read More... | 0 Comments |
Goobers or Raisinettes?  |
| Posted by Kimberly Unger on 04/20/09 07:47:00 pm
in
Visual Art
|
| Max versus Maya, raise the roof and let me know which YOU think is "industry standard". |  |
| Read More... | 6 Comments |
Flaws of Character...  |
| Posted by Kimberly Unger on 08/01/09 07:41:00 am
in
Visual Art
|
| Character design is a tricky beast. I mean, you want your characters to be memorable; you want them to be distinctive. You want them to be icons, something or someone that an audience or a player can get behind, wholeheartedly. |  |
| Read More... | 10 Comments |
The Devil is in the Details  |
| Posted by Kimberly Unger on 11/10/09 02:34:00 pm
in
Visual Art
|
| What makes one game feel polished and professional while another, just like it, comes across as a checp knockoff (even if it was released first)? |  |
| Read More... | 6 Comments |
| Illustrated Indies |
| Posted by Michel McBride-Charpentier on 06/06/09 01:36:00 pm
in
Visual Art
|
| We've seen a handful of mainstream games (Prince of Persia, Okami) explore new art directions, but I feel that the best work, the most risky and experimental art styles, will be found within the independent games of the next few years. |  |
| Read More... | 0 Comments |
| The Pad, a visual representation of Gameplay |
| Posted by David Boitier on 03/27/09 04:15:00 pm
in
Visual Art
|
| The Pad is the work of 4 students from Supinfogame(game design school, Valenciennes, France). The exercise was to realize a gameplay video. In this post, I explain you how to understand The Pad. |  |
| Read More... | 0 Comments |
Photo Essay: Toronto's Midnight Modern Warfare 2 Release  |
| Posted by Andrew Spearin on 11/10/09 02:00:00 pm
in
Game Design,
Production,
Visual Art
|
| A photo story of the highly anticipated Call of Duty: Modern Warfare 2 midnight release in Toronto, Canada. |  |
| Read More... | 0 Comments |
| Introducing Myself |
| Posted by Flavio Hoffe on 04/07/09 01:11:00 am
in
Visual Art
|
| A Brazilian illustrator shows off his art. |  |
| Read More... | 2 Comments |
| The Chaos Galaxy E-zine is now accepting submissions! |
| Posted by Jhypsy Shah on 04/28/09 04:49:00 pm
in
Visual Art
|
| Now accepting submissions for issue #1. We're starting out as a monthly e-zine. How-ever if we get a large response from artists, gamers, ect., then we'll start doing it bi-weekly to cater to those that took the time submit material. |  |
| Read More... | 0 Comments |
| Demo Reel |
| Posted by Rogelio Olguin on 05/12/09 05:06:00 am
in
Visual Art
|
| This is my latest Demo Reel mostly environment designs and texture. |  |
| Read More... | 2 Comments |
| Character Beatrice |
| Posted by Leandro Ribeiro on 06/03/09 03:49:00 pm
in
Visual Art
|
| First Post: One Model |  |
| Read More... | 1 Comment |
| 2D illus |
| Posted by Thomas Vasseur on 06/15/09 03:41:00 am
in
Visual Art
|
| A 2D illustrator work :) |  |
| Read More... | 0 Comments |
| character design |
| Posted by Kyuran Choi on 07/04/09 03:14:00 am
in
Visual Art
|
| character design |  |
| Read More... | 1 Comment |
| character design 2 |
| Posted by Kyuran Choi on 07/04/09 03:27:00 am
in
Visual Art
|
| character design 2 |  |
| Read More... | 1 Comment |
| Alien |
| Posted by Amanda Erickson on 07/26/09 07:28:00 am
in
Visual Art
|
| Alien concept |  |
| Read More... | 1 Comment |
| More |
| Posted by Amanda Erickson on 07/27/09 07:35:00 am
in
Visual Art
|
| More art. |  |
| Read More... | 1 Comment |
The World of the 'Sprinks'  |
| Posted by Frank Forrestall on 10/15/09 01:35:00 pm
in
Visual Art
|
| Here are some notes and concept sketches for a project in development with Silverback Productions where I had nearly carte-blanch opportunity to develop characters for a quaint little fantasy world. |  |
| Read More... | 0 Comments |
Dancing in Silent Hill  |
| Posted by Ryan Straight on 09/02/09 01:19:00 pm
in
Visual Art
|
| Tale of Tales' "FATALE" takes Salome's Dance of the Seven Veils and places it squarely in Silent Hill. This post offers ideas of how to critically analyze it. |  |
| Read More... | 4 Comments |
| Cinematic Immersive Gameplay |
| Posted by Ryan Straight on 09/10/09 02:12:00 pm
in
Visual Art
|
| Some games (Heavy Rain, Metal Gear Solid, The Longest Journey) take cinematic gameplay to a new level. A few are explored here. |  |
| Read More... | 0 Comments |
Silhouette Aesthetics in 2D Games  |
| Posted by Bryan Ma on 09/15/09 05:31:00 am
in
Visual Art
|
| A brief look at the recent trend of silhouette/shadow-puppet art in games. |  |
| Read More... | 1 Comment |
| I must be missing something - 3D Dot Heroes |
| Posted by Bryan Ma on 09/10/09 05:43:00 am
in
Visual Art
|
| A reaction to the popular response to 3D Dot Heroes. |  |
| Read More... | 0 Comments |
| Times Site Was Victim of a Malicious Ad Swap |
| Posted by karl jaykob on 09/14/09 04:38:00 pm
in
Visual Art
|
| The New York Times Company said on Monday that NYTimes.com was the victim of an attacker who first posed as a legitimate advertiser, then started hitting site visitors with aggressive advertisements that appeared to be warnings about viruses. |  |
| Read More... | 0 Comments |
| Samjohnson |
| Posted by Sam johnson on 09/17/09 02:28:00 am
in
Visual Art
|
| Samjohnson |  |
| Read More... | 0 Comments |
| LuxuriaEscort Acompanhantes de Portugal |
| Posted by Aresv Portutgal on 09/18/09 12:09:00 am
in
Visual Art
|
| acompanhantes, Strippers, acompanhantes em lisboa, acompanhantes no porto, acompanhantes no algarve, acompanhantes de luxo, classificados de acompanhantes, anúncios de acompanhantes, nuas, mulheres, escorts, amadoras, tugas, hi5
|  |
| Read More... | 0 Comments |
| Johnsonlee |
| Posted by Johnson lee on 09/18/09 06:43:00 am
in
Visual Art
|
| Johnsonlee
|  |
| Read More... | 0 Comments |
| Playfish is taking the online gaming industry into uncharted waters |
| Posted by Boby Rebobo on 09/21/09 10:04:00 am
in
Visual Art
|
| Starting a cutting-edge technology company can be a costly business, involving huge investment in computer hardware and systems.
|  |
| Read More... | 0 Comments |
| Liberal Democrats announce £1.1bn mansion tax plan |
| Posted by Boby Rebobo on 09/21/09 10:09:00 am
in
Visual Art
|
| The Liberal Democrats today pledged a tax raid on wealthy homeowners.
|  |
| Read More... | 0 Comments |
| Introducing Flow Studios - Game Art Outsourcing Studio |
| Posted by Sven-Erik Neve on 09/28/09 08:39:00 am
in
Visual Art
|
| Introducing Flow Studios, a game art outsourcing studio founded in August 2009. |  |
| Read More... | 0 Comments |
| Glare Studios Community Blog |
| Posted by Thomas Heinrich on 10/10/09 07:30:00 am
in
Visual Art
|
| We are a slowly growing exclusive community of freelance artists and designers based in and around Germany. Our members work together as a team, help and train each other on the various projects and benefit from the ever growing pool of knowledge ... |  |
| Read More... | 0 Comments |
| Buy Music |
| Posted by matthue st on 10/20/09 06:25:00 am
in
Visual Art
|
| You can intend to own a collection of beautiful emo, indie or alternative songs. |  |
| Read More... | 0 Comments |
Disrupt The Engine Market - Autodesk’s Bananas  |
| Posted by stephen peacock on 11/02/09 08:08:00 pm
in
Visual Art
|
| First post in a series where I explore the “what if” scenarios for disruption of the game engine middleware space. |  |
| Read More... | 0 Comments |
| Riot Equipment |
| Posted by dshinault8 lt on 11/18/09 01:39:00 am
in
Visual Art
|
| I am dshinault8, freelance web designer.My blog is based on the Riot Equipment .This is where I showcase my work, occasionally write about things that interest me and experiment. I am not an expert in any way!! I live at home with a cat, To contact me, p |  |
| Read More... | 0 Comments |
|
|