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May 21, 2013
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Features » Art
Action Adventure Level Design: Pacing, Content, and Mood 3
by Toby gard [05.27.10]
Toby Gard continues with his case study of fictional game Ken Kong Zombie Killer, looking at how the game's pacing ties into its content and mood -- tying development processes together.
Audio, Design, Art

The Rise Of Capy Games 2
by Christian Nutt [05.24.10]
A chat with the co-founders of the Toronto-based indie (Might & Magic: Clash of Heroes, Critter Crunch) about their development style, the local scene, their future, and more.
Business/Marketing, Design, Art, Interview, Indie, Smartphone/Tablet

The Relocation Game 27
by Paul Hyman [05.10.10]
Is moving across the world for a new job worth it? Four developers who changed countries to change jobs weigh in on the pros and cons as well as reasons for and opportunities presented by the moves they made.
Business/Marketing, Art

The Secrets Of Cloth Simulation In Alan Wake 11
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.
Programming, Art

Creating Atmosphere In Dead To Rights: Retribution's Grant City 1
by Aaron Allport, Ian Pestridge, Bob Cheshire [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.
Design, Art

The Elegance Of Metroid: Yoshio Sakamoto Speaks 4
by Christian Nutt [04.23.10]
Nintendo's main man behind the Metroid series talks about what he feels is the core of its enduring popularity, the collaboration with Team Ninja on Other M, and how storytelling plays a role in games.
Design, Art, Interview

From Research To Games: Interacting With 3D Space 7
by Joseph LaViola Jr. [04.22.10]
While 3D interfaces are just taking off for consumers, years of research have been poured into the field. Dr. Joe LaViola of the University of Central Florida shares detailed academic findings about building useful and fun ways to interact with games.
Design, Programming, Art, Serious

Past And Future Tension: The Visual Design Of Deus Ex: Human Revolution 19
by Chris Remo [04.16.10]
Eidos Montreal art director Jonathan Jacques Belletete on delivering a believable Cyber-Renaissance -- complicated by setting it before the first game in the Deus Ex series but ten years later in the real world.
Design, Art, Interview

The Game Developer 50 18
by Brandon Sheffield, Jeffrey Fleming [04.13.10]
In this signature Game Developer magazine article, the editors profile 50 of the most importantcontributors to the current state of gaming -- from indies to AAA, from business to art, design, and beyond.
Business/Marketing, Design, Programming, Art

Quick and Dirty Prototyping: A Success Story 19
by Paraluman Cruz [04.01.10]
Boomzap Entertainment has built a work style that emphasizes finding the fun before entering production, and here producer and designer Luna Cruz outlines how this results in high-quality titles.
Design, Production, Art