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Latest News
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November 20, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [7]
 
Opinion: Rethinking Player Death [20]
 
Class-Action Suit Filed Against Zynga, Facebook Over Offer-Based Ads [1]
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Latest Jobs
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November 20, 2009
 
Rainbow Studios
Development Manager
 
Relic Entertainment
Senior Director of Development
 
Bigpoint, Inc.
Online Marketing Manager (m/f)
 
Warner Bros Games
Sr. Software Engineer, Archives - WB Games Inc - #115354
 
CCP
Senior Animation Programmer
 
THQ, Kaos Studios
Studio Marketing Manager
 
Sledgehammer Games / Activision
Development Director
 
Gameloft Montreal
3D Artist (Various Profiles)
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Latest Blogs
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November 20, 2009
 
Planckogenesis, Part II: Song Structure & Gravy Train
 
Designing Games Is About Matching Personalities [1]
 
An Indie Developer’s “Biggest Mistake” [9]
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About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features

Features » Visual Art
  On Bringing Modern Warfare 2 To Life by Chris Remo [11.06.09]
Gamasutra sits down with Joel Emslie, Call Of Duty: Modern Warfare 2's lead character artist, to discuss the processes by which the most respected name in war games gets its considerable visual punch. [6]
Game Design, Visual Art, Interview
 
 
Valve's Writers And The Creative Process by Kris Graft [11.02.09]
In a rare interview, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw talk in-depth on the narrative structure and pithy quips behind critically feted games like Half-Life 2, Portal, and Left 4 Dead 2. [12]
Business, Game Design, Visual Art, Interview
 
Postmortem: ACE Team's Zeno Clash by Carlos Bordeu [10.08.09]
ACE Team's Zeno Clash story holds intriguing lessons for indie startups on the merit of keeping true to one's artistic vision -- and on the unpredictability of the design process. [10]
Audio, Game Design, Postmortem, Production, Visual Art
 
Gaming the System: How to Really Get Ahead in the Game Industry by Brandon Sheffield [09.16.09]
In this article, originally published in Game Developer magazine, pseudonymous developers of all levels share their honest, sometimes cutting thoughts on what it takes to truly succeed in each game industry discipline. [22]
Audio, Business, Game Design, Programming, Production, Visual Art
 
From the Ashes of Mythos: The Art of Torchlight by Jason Beck [09.03.09]
What happens when developers lose control of a nearly-finished game soon before its planned release? After forming a new studio, Runic Games, many of the developers behind Mythos transitioned to Torchlight, and they recount the art direction decisions behind the creation of their new IP here. [8]
Business, Game Design, Production, Visual Art
 
The Boneyard: The Most Important Part of Your Character is Invisible by Steve Theodore [08.05.09]
In a visual arts-specific article for Intel's Visual Computing microsite and originally published in Game Developer magazine, Bungie's Steve Theodore discusses skeletal construction and animation for game characters, looking at "strategies for taming the skeletal hordes without ending up in the graveyard."
Visual Art, Visual Computing
 
The Necessity Of Interactive Animation For Games by Christiaan Moleman [06.17.09]
In this in-depth article, Arkane and Streamline Studios animator Moleman discusses why he believes that body language and facial expression are the keys to making our games feel more vibrant. [29]
Game Design, Visual Art
 
Every Picture Tells A Story by Steve Theodore [06.04.09]
In this bonus art feature, published onto Intel's Visual Computing section, veteran Steve Theodore looks at how, visually, "although game technology seems to be at the height of information age modernity, the basic challenges of the working artist never really change." [1]
Visual Art, Visual Computing
 
From Concept to Execution - The Art of Defense Grid: The Awakening by Dave McCoy [05.27.09]
The creators of Hidden Path's PC and upcoming XBLA title Defense Grid: The Awakening look at the visual concept work that went into the game's creation, suggesting that "pre-production concept development and visualization resulted in a much better looking game and in significantly reduced problems" during the title's development. [7]
Game Design, Visual Art