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Postmortem: CyberConnect 2's Solatorobo: Red the Hunter
by Takayuki Isobe
[02.08.12]
The director of the cult hit Nintendo DS game Solatorobo: Red the Hunter writes about how the "old game development style" the team pursued for the game resulted in an unusually collaborative team -- and a game with a lot of heart.
1
Business, Game Design, Postmortem, Production, Visual Art
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Building the World of Reckoning
by Christian Nutt
[02.06.12]
Gamasutra speaks to the game's lead world designer, Colin Campbell -- who explains exactly why the team decided to build a cross-discipline art and design-based world building team for the massive open-world RPG.
4
Business, Game Design, Visual Art, Interview
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Postmortem: Appy Entertainment's SpellCraft School of Magic
by Paul O'Connor
[02.01.12]
Appy Entertainment, the developer behind Trucks & Skulls and FaceFighter, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously.
5
Business, Game Design, Postmortem, Production, Visual Art, Indie, Social/Online, Smartphone/Tablet
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All That Glitters: An Interview With Bungie's Senior Graphics Engineer
by Brandon Sheffield
[12.27.11]
In this feature interview reprinted from the December issue of Game Developer magazine, editor-in-chief Brandon Sheffield speaks to Bungie senior graphics engineer Hao Chen about how Halo creator Bungie plans to solve problems for its new IP and the next generation.
 
Programming, Visual Art, Interview
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From Panzer To Draco: Yukio Futatsugi Speaks
by Brandon Sheffield
[12.19.11]
Finding out about world building from one of the pioneers of creating rich, believable worlds: the creator of the Panzer Dragoon series, who is currently hard at work on a new game, Project Draco, for Xbox Live Arcade.
6
Game Design, Visual Art, Interview
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Speech Graphics unveils lip synch service for game characters
by Eric Caoili
[02.09.12]
UK-based startup Speech Graphics announced its new technology that analyzes audio to predict how muscles will move on a face to produce those sounds, then syncs that with the animation of a game's 3D characters.
 
Console/PC, Art
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Image Metrics releases real-time facial animation SDK
by Eric Caoili
[02.08.12]
Image Metrics released the software development kit for Live Driver, its new facial analysis and animation tech designed to capture movements, expressions, and emotions in real-time with a standard webcam.
 
Console/PC, Social/Online, Smartphone/Tablet, Art
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Todd McFarlane brings a comic artist's eye to Kingdoms of Amalur: Reckoning
by Ryan Winslett
[02.07.12]
Comic book artist and Spawn creator Todd McFarlane reflects on bringing color and flair to 38 Studos' first game, Kingdoms of Amalur: Reckoning, as well as the challenges of creating an ambitious new IP.
 
Console/PC, Exclusive, Art
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The Art Of The Fairy, Environment + more!
by Bo Daugaard
[02.01.12]
What I've been up to the last 6 months.
99 Levels to hell! Sparetime project.
And a short a short run-through of how we did the environment graphics for "Harry The Fairy".
 
Visual Art, Indie
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The Life of an American Developer in China: Investigative Design (Part 3)
by Kboom Games
[01.27.12]
What makes a good designer? It’s a question I think all good designers have asked themselves at one point or another.
 
Audio, Business, Game Design, Programming, Production, Visual Art, Social/Online, Smartphone/Tablet
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Managing Assets – Part 2: Setting Naming Conventions
by Maria Sifnioti
[01.25.12]
Tips in Asset management straight from our indie studio. This is Part 2: Setting Naming Conventions and discusses naming conventions, rules, and scripts We give some hands-on examples from our first iOS game, Maya's Dress Up.
5
Production, Visual Art, Indie, Smartphone/Tablet
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Eradicate Week 15: Loadscreens and Beta Testing
by Greg Holsclaw
[01.20.12]
We have been working hard at Skejo Studios pulling together all the loose ends as far as sounds effects, artwork, Game Center integration and QA/Beta testing our game, Operation: Eradicate. Update on our artwork and layouts.
 
Production, Visual Art, Indie, Smartphone/Tablet
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My most recent animation - June 2011
by Beth Hicks
[01.17.12]
My most recent animation - June 2011
 
Visual Art, Indie
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Vicarious Visions / Activision —
Albany,
NY,
USA
[02.10.12]
FX Artist-Vicarious Visions
Come join Vicarious Visions, one of the most dynamic and creative game developers in the video-game industry. For over 15 years, VV games have been pushing technical boundaries to deliver addictive gameplay and immersive art bringing both characters and worlds to life on Xbox 360, PS3, Wii, iPhone, and many other platforms. Vicarious Visions, located in Albany, NY, has gained critical acclaim with hit titles such as Marvel Ultimate Alliance 2®, Guitar Hero: Legends of Rock, Guitar Hero: On Tour®
Art / Animation
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Treyarch / Activision —
Santa Monica,
CA,
USA
[02.10.12]
FX Artist
Founded in 1996, and acquired by Activision in 2001, Treyarch has grown to become one of the most successful game developers in the world. Home to some of the industry's best and brightest creative talents, Treyarch's most recent creation is Call of Duty: Black Ops. In 2004, after completing Call of Duty: United Offensive, Gray Matter Interactive, who also developed Return to Castle Wolfenstein, joined forces with Treyarch to create Call of Duty 2: Big Red One. From there, the studio began to s
Art / Animation
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Treyarch / Activision —
Santa Monica,
CA,
USA
[02.10.12]
Lighting Artist, Cinematic
Founded in 1996, and acquired by Activision in 2001, Treyarch has grown to become one of the most successful game developers in the world. Home to some of the industry's best and brightest creative talents, Treyarch's most recent creation is Call of Duty: Black Ops. In 2004, after completing Call of Duty: United Offensive, Gray Matter Interactive, who also developed Return to Castle Wolfenstein, joined forces with Treyarch to create Call of Duty 2: Big Red One. From there, the studio began to s
Art / Animation
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Treyarch / Activision —
Santa Monica,
CA,
USA
[02.10.12]
Level Builder/Designer
Founded in 1996, and acquired by Activision in 2001, Treyarch has grown to become one of the most successful game developers in the world. Home to some of the industry's best and brightest creative talents, Treyarch's most recent creation is Call of Duty: Black Ops. In 2004, after completing Call of Duty: United Offensive, Gray Matter Interactive, who also developed Return to Castle Wolfenstein, joined forces with Treyarch to create Call of Duty 2: Big Red One. From there, the studio began to s
Art / Animation
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Treyarch / Activision —
Santa Monica,
CA,
USA
[02.10.12]
Environment Artist - Full Time and Temporary
Founded in 1996, and acquired by Activision in 2001, Treyarch has grown to become one of the most successful game developers in the world. Home to some of the industry's best and brightest creative talents, Treyarch's most recent creation is Call of Duty: Black Ops. In 2004, after completing Call of Duty: United Offensive, Gray Matter Interactive, who also developed Return to Castle Wolfenstein, joined forces with Treyarch to create Call of Duty 2: Big Red One. From there, the studio began to s
Art / Animation
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Beachhead / Activision —
Santa Monica,
CA,
USA
[02.10.12]
User Experience Lead
Beachhead is Activision's newest wholly-owned development studio, which will lead the creation of our all-new digital platform and service for the Call of Duty franchise, Call of Duty ELITE. ELITE will support in-game integration and bring online experiences and console play together for the first time. The platform has been in development for over 2 years, and we're continuing to build the team with the best talent in the online and gaming world. Join us and help shape the future of gaming!
Art / Animation
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Airtight Games —
Redmond/Seattle,
WA,
USA
[02.09.12]
Art Director
Airtight Games is a group of industry veterans formed around the core of the team that produced the award winning, 90 ranked game "Crimson Skies: High Road to Revenge”. We recently released a new intellectual property AAA title with Capcom called "Dark Void". We are now working on several new AAA titles for a variety of markets. This is a chance to get on board a unique project with a quality focused, development and publishing team.
Art / Animation, Producer / Director / Project Manager
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Vicious Cycle Software, Inc —
Morrisville,
NC,
USA
[02.09.12]
Animator
Art / Animation
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CCP - North America —
Atlanta,
GA,
USA
[02.09.12]
Lead/Sr Environment Artist
Art / Animation
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Nickelodeon Animation Studios —
Burbank,
CA,
USA
[02.09.12]
Lead Pipeline/Database Engineer
Art / Animation, OTHER, Programmer / Engineer
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