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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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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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Airtight Games —
Redmond/Seattle,
WA,
USA
[02.09.12]
Senior Environment Artist
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
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2K Marin —
Novato,
CA,
USA
[02.08.12]
FX Artist - XCOM
Art / Animation
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Bigpoint —
San Francisco,
CA,
USA
[02.08.12]
Front End UI Artist
Art / Animation
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The Workshop —
Marina del Rey,
CA,
USA
[02.08.12]
Art Director
The Workshop is looking to hire our Art Director. We're a small developer with many years of talent and a plan to keep our teams sizes reasonable. Tired of meetings all day? Miss directing a tight team of experienced, responsive, talented artists? Looking to get in on the ground floor? To potentially grow into a studio level Art Director over the coming years? "The supers are not gone, Mr. Incredible. You're still here. You can still do great things."
Art / Animation
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Retro Studios —
Austin,
TX,
USA
[02.08.12]
RETRO STUDIOS CONTRACT - FX Artist
Retro Studios
Founded in 1998, Retro Studios is a wholly owned subsidiary of Nintendo Company, Ltd. Retro is a state-of-the-art game development studio, working in conjunction with Nintendo to bring award-winning games to Nintendo's cutting-edge next-generation platforms. Retro Studios is located in beautiful Austin, Texas. With rolling hills, scenic waterways, abundant wildlife, vibrant music and film scenes, and a laid-back cosmopolitan culture, Austin is a dynamic city with an excellent
Art / Animation
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Wooga —
Berlin,
Be,
DEU
[02.08.12]
UI & Graphics Pro for Mobile Games
Wooga is looking for Mobile Game Artists to join us in Berlin. You will be responsible for designing and creating compelling art across the board for a mobile social game. More specifically, we are looking for creative talents with extensive experience in a senior role and also with designing User Interface (UI). You will join a small, international team with exceptionally talented and experienced colleagues.
Art / Animation, Social / Online Games, Smartphone / Tablet Games
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