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Putting the 'Epic' in Epic Mickey
by Kris Graft
[07.23.10]
In this interview, Warren Spector describes how his creative mission in life -- giving players choice and consequence -- informs the development of Disney Epic Mickey, a game players didn't expect from the designer yet which encompasses what they love about his work.
[12]
Game Design, Visual Art, Interview
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Postmortem: Tale of Tales' The Path
by Auriea Harvey, Michaël Samyn
[07.22.10]
Tale of Tales' Michaël Samyn and Auriea Harvey talk about their lauded indie game The Path from inception to post-release, taking in creative drives and methods, sales and critical reception -- and defining what inspiration and success mean in their own terms.
[7]
Audio, Game Design, Postmortem, Programming, Production, Visual Art
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Creating Stencil Shadows on iPhone
by Brian Hall
[06.16.10]
Turbine developer Brian Hall delivers a how-to on his technique for displaying high-quality, convincing shadows in 3D environments on the iPhone -- using a technique that the platform is not designed to implement but which is capable of if you know this trick.
[4]
Visual Art
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The Secrets Of Cloth Simulation In Alan Wake
by Henrik Enqvist
[04.29.10]
Remedy animation programmer Henrik Enqvist takes a look at how the team created a believable tweed cloth simulation on the title character's jacket in Microsoft's horror-thriller Alan Wake.
[10]
Programming, Visual Art
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Creating Atmosphere In Dead To Rights: Retribution's Grant City
by Aaron Allport, Bob Cheshire, Ian Pestridge
[04.28.10]
How can visual art create meaning in games, and what techniques will serve best? Volatile Games' art team behind Dead to Rights: Retribution's neo-noir Grant City attempts to answer these questions.
[2]
Game Design, Visual Art
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Interview: The Tech Designed To Give L.A. Noire's Performances Life
by Christian Nutt
[07.22.10]
Unsatisfied with current game technologies for capturing actors' performances, Brendan McNamara, founder of Team Bondi (Rockstar's L.A. Noire) searched for a better way -- and ended up developing MotionScan with new company Depth Analysis.
PC, Console, Originals, Art
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Image Metrics Raises $8M, Completes Public Listing
by Eric Caoili
[03.11.10]
Facial animation software and services company Image Metrics has secured $8 million in financing through a stock deal and has gone public through a reverse merger with International Cellular Accessories.
PC, Console, Art
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Pre-GDC: Image Metrics Launches Faceware, Signs Bungie
by Eric Caoili
[03.08.10]
Animation software company Image Metrics launched its facial animation technology platform Faceware, and announced that Bungie will incorporate the new software into its in-house production pipeline.
PC, Console, GDC, Art
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So Many Pretty Colors
by Alex Belzer
[07.28.10]
A reaction to Niklas Akerbald's No More Sweden presentation on art and videogames.
Visual Art
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Java Applets: The Undiscovered Gaming Platform
by dominic cerisano
[07.28.10]
Discover why Java applets are now a viable high-end PC gaming platform without compare, thanks to some advanced thinking from Oracle.
Audio, Business, Game Design, Programming, Production, Visual Art
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A Plea : Stop the 8Bit-Retro-Virus.
by Slade Villena
[07.20.10]
8-Bit/Low-Bit is not a fashion statement, or it shouldn't be.
Audio, Business, Game Design, Programming, Production, Visual Art
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Postmortem: Adam Jones Productions’ Word Builder: Pro
by Andrew Dieppa
[07.11.10]
A postmortem for the recently released Word Builder: Pro by Adam Jones Productions.
Audio, Game Design, Programming, Production, Visual Art
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Depth Misconception: The problems with 3D
by Xander Markham
[07.11.10]
3D is being pushed as the next step for all screen-based entertainment and Ubisoft's Murray Pannell has stated his expectation that it become standard in three years. Yet why has reaction to the technology been so mixed?
Visual Art
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Tencent Boston —
Concord,
MA,
USA
[08.05.10]
Art Director
Tencent Boston is a premier game development studio led by industry veterans that are driving the creation of world class online games for a global audience. We are a division of Tencent Inc., one of the largest internet companies in China. If you’re an inspired, driven individual who is ready to take game development to the next level then Tencent Boston is your new home.
Art / Animation, Executive / Management
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Sucker Punch Productions —
Bellevue,
WA,
USA
[08.04.10]
Lighting Artist
Sucker Punch Productions is seeking an experienced and dedicated Lighting Artist to join our team! You will have the opportunity to illuminate the visual style and objectives of our next project – inFAMOUS2.
Apply directly at: iwantajob@suckerpunch.com
Art / Animation, OTHER
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2K Marin —
Novato,
CA,
USA
[08.04.10]
Sr. Character Concept Artist - XCOM
Art / Animation
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2K China —
Shanghai,
Ch,
CHN
[08.04.10]
Sr. Lighting Artist - 2K China
Art / Animation
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2K China —
Shanghai,
Ch,
CHN
[08.04.10]
Lead Artist - 2K China
Art / Animation
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2K Marin —
Novato,
CA,
USA
[08.04.10]
FX Artist-XCOM
We’re looking for a G-Man to harness alien technology and transform it into beautiful, kinetic art. As an FX Artist on XCOM, you will be responsible for creating a kaleidoscopic collage of FX that will add texture, vitality and spark to an alien invasion of 50’s America. And, yes, you will get to blow stuff up.
Art / Animation
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Inhance Digital Corporation —
Los Angeles,
CA,
USA
[08.04.10]
AS3 Flash Designer/Programmer
Art / Animation, Programmer / Engineer
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Blizzard Entertainment —
Irvine,
CA,
USA
[08.04.10]
Sr Graphic Designer, Brand Marketing
Blizzard Entertainment's marketing team is looking for an extraordinary graphic designer to design, contribute to, and oversee packages, logos, print ad campaigns, style guides, merchandise, trade show graphics, and other projects. Strong concept skills and at least five years art-directing (and manipulating, modifying, finessing, colorizing, etc.) key art in the entertainment industry is essential.
Art / Animation
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Blizzard Entertainment —
Irvine,
CA,
USA
[08.04.10]
Animator (In-House Contract)
Blizzard Entertainment is looking for a talented contract 3D animator to assist our cinematics team in creating the next generation of our award-winning movies. You should be skilled at realistically animating the movements of humanoids, beasts, and machines at a level that lives up to the ever-increasing Blizzard Entertainment standard of quality.
Art / Animation
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Blizzard Entertainment —
Irvine,
CA,
USA
[08.04.10]
Concept Artist, Cinematics
Blizzard Entertainment is seeking a talented, motivated, and experienced concept design artist to join its cinematics team. The concept artist must be experienced in designing environments, weapons, and mechanical concepts. This person will be responsible for sketching, line art, and full painting design formats.
Art / Animation
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