Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 16, 2014
arrowPress Releases
April 16, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


Features » Art
Comics vs. Games: Thinking Outside the Panel 12
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, Indie

Lumines Electronic Symphony: The Untold Story 4
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, Art

The Great Catch: Becoming the Artist You Should Be 21
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.
Art

Postmortem: Vlambeer's Gun Godz 4
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, Art

Animating Four-Legged Beasts 8
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.
Art

Postmortem: Housemarque's Outland 6
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, Art

Postmortem: HandCircus' Okabu 3
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, Art

Creating a Winning Game Industry Art Portfolio 14
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.
Art

Postmortem: CyberConnect 2's Solatorobo: Red the Hunter 1
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

Building the World of Reckoning 4
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.
Business/Marketing, Design, Art, Interview