Sponsored Feature: Drawing Basics and Video Game Art: Character Design3 by Chris Solarski[10.04.12]
An extract from Chris Solarski's Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, which enables developers to create more expressive and varied emotional experiences in games.
Art, Sponsored FeatureComics vs. Games: Thinking Outside the Panel12 by Tim Latshaw[08.03.12]
What happens when comic artists and indie developers team up to create brand new games? In this look at a Toronto-based Comics vs. Games project, Gamasutra speaks to both sides to find out the results of the collaboration.
Design, Art, IndieLumines Electronic Symphony: The Untold Story4 by James Mielke[07.30.12]
How did the PlayStation Vita's puzzle star take shape? Producer James Mielke (formerly of developer Q Entertainment) walks through early concepts for the game, outlines production difficulties -- including never-before-seen in-progress screens and video.
Design, Postmortem, Production, ArtThe Great Catch: Becoming the Artist You Should Be21 by Audran Guerard[07.19.12]
In this extensive and inspirational feature, Electronic Arts' Audran Guerard, an art director at EA Shanghai, explores what it truly takes to learn and grow as an artist -- and to create works that have meaning and interest for the players of your games.
ArtPostmortem: Vlambeer's Gun Godz4 by Rami Ismail, Jan Willem Nijman[05.09.12]
Created as a Kickstarter bonus for indie website Venus Patrol supporters, Gun Godz marks the first entry of Super Crate Box developer Vlambeer into the first person shooter genre -- and this is the story of how it was developed.
Design, Postmortem, Production, ArtAnimating Four-Legged Beasts8 by Cathy Feraday Miller[05.02.12]
Animator Cathy Feraday Miller shares her techniques for animating quadrapeds in walk and run states, presenting both reference materials and her own animations in various states of completion.
ArtPostmortem: Housemarque's Outland6 by Ilari Kuittinen, Aki Raula[04.27.12]
Housemarque's Aki Raula and Ilari Kuittinen delve into the difficulties the team faced when developing its first 2D adventure platformer, Outland, including how a change of core gameplay introduced difficulties mid-production.
Audio, Design, Postmortem, Production, ArtPostmortem: HandCircus' Okabu3 by Simon Oliver[04.20.12]
What happens when a developer that was born in the iOS space transitions to making games for consoles? In this postmortem, Simon Oliver, founder of HandCircus (Rolando series) shares the experience of moving to PlayStation 3 development with Okabu.
Business/Marketing, Design, Postmortem, ArtCreating a Winning Game Industry Art Portfolio14 by Brent Fox[03.14.12]
Art that shows direct relevance to games is so much more important than showcasing specific skills or personal preference when building a portfolio, says NinjaBee art director Brent Fox.
ArtPostmortem: CyberConnect 2's Solatorobo: Red the Hunter1 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.
Business/Marketing, Design, Postmortem, Production, Art