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April 16, 2014
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April 16, 2014
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Features » Art
Postmortem: Appy Entertainment's SpellCraft School of Magic 6
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.
Business/Marketing, Design, Postmortem, Production, Art, Indie, Social/Online, Smartphone/Tablet

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, Art, Interview

From Panzer To Draco: Yukio Futatsugi Speaks 6
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.
Design, Art, Interview

An Engine For Assassination: IO's Tech Director Speaks 3
by Christian Nutt [12.09.11]
What goes into creating an engine that can drive the best in current-generation quality and go beyond? IO Interactive technical director Martin Amor speaks to Gamasutra about his work on the Glacier 2 engine, created for the upcoming Hitman: Absolution.
Business/Marketing, Design, Art, Interview

The Evolutionary Process Of Building Rayman Origins 5
by William Audureau [12.05.11]
Rayman and Beyond Good & Evil creator Michel Ancel talks about how the 2011 2D Rayman Origins got its start, what's up with the BG&E sequel, and why he just can't get enthusiastic about the Mario series.
Design, Art, Interview

Building A Fantasy World - The Art Direction Of Kingdoms of Amalur: Reckoning 12
by Christian Nutt [11.28.11]
Gamasutra recently spoke to Tim Coman, studio and project art director of Big Huge Games, about creating the game in concert with 38 Studios, working with Schilling and McFarlane, and the studio's philosophy toward art direction.
Design, Art, Interview

Hard Edge Creativity: Defining Borderlands 2 2
by Christian Nutt [11.07.11]
Gearbox writer Anthony Burch and concept designer Scott Kester talk about how they view the direction they should be taking with the Borderlands sequel, touching on narrative, art, and design decisions that keep the game interesting for players.
Design, Art, Interview

The Creative Intent of Rage 66
by Brandon Sheffield [10.03.11]
In this extensive interview, id Software CEO Todd Hollenshead and artist Andy Chang answer questions about the creative intent of Rage by describing exactly what the team hoped to accomplish from both art and design perspectives.
Design, Art, Interview

A Cyber-Renaissance In Art Direction 14
by Christian Nutt [08.22.11]
Deus Ex: Human Revolution art director Jonathan Jacques-BellÍtete speaks to Gamasutra about how he and his team envisioned the game's signature look, how layering meaning and metaphor makes for more robust art, and how the industry's fundamental approach to creating art to change in future.
Art, Interview

Dissecting The Postmortem: Lessons Learned From Two Years Of Game Development Self-Reportage 17
by Ara Shirinian [07.08.11]
In this Game Developer magazine article, designer Ara Shirinian (The Red Star, uDraw) takes a look at two years' worth of magazine postmortems to mine them for common data points -- examining both what went right and what went wrong how often, and why.
Audio, Business/Marketing, Design, Postmortem, Production, Art