Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Blogs

Category: Visual Art

Expert Blogs                                                                                 Expert RSS

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  Featured Blogs
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  Featured Blogs
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.  Featured Blogs
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                                                                                Members RSS

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  Featured Blogs
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  Featured Blogs
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?  Featured Blogs
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...  Featured Blogs
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  Featured Blogs
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  Featured Blogs
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
First Post
Posted by Julio Dutra on 06/22/09 02:37:00 pm in Audio, Game Design, Programming, Production, Visual Art
This is my first post....
Read More... | 0 Comments
Dreambuildplay 2009 - My project on the road....
Posted by Julio Dutra on 07/07/09 10:58:00 pm in Audio, Game Design, Programming, Production, Visual Art
the development blog of my Dreambuildplay 2009 project: tpilot.blogspot.com
Read More... | 0 Comments
New TPilot Screenshots!
Posted by Julio Dutra on 08/10/09 03:38:00 pm in Audio, Game Design, Programming, Production, Visual Art
New TPilot Screenshots!
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'  Featured Blogs
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  Featured Blogs
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  Featured Blogs
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
Today's Forecast: Cool, With a Chance of Style
Posted by karl jaykob on 09/16/09 04:25:00 am in Audio, Production, Visual Art
Today's Forecast: Cool, With a Chance of Style
Read More... | 1 Comment
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
Eugene Wu the addicted artist
Posted by Eugene Wu on 10/03/09 12:30:00 pm in Visual Art
A quick summary
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  Featured Blogs
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
Where is all the entry level jobs?
Posted by Travis Everett on 11/15/09 12:38:00 am in Visual Art
Where is all the entry level jobs?
Read More... | 4 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