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July 21, 2017
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Updates » Art
Gigantic dev make a case for why games should look like candy 1
by Alex Wawro [07.20.17]
"Candy is completely engineered to entice you to pick it up," says Gigantic lead concept artist Vinod Rams in a recent livestreamed chat about the game's design, development, and alluring art style.
Console/PC, Social/Online, Indie, Art, Video

Learn about the development of Gigantic today at 3PM EDT  
by Bryant Francis [07.19.17]
We're chatting with some of the folks behind Motiga's Gigantic today at 3PM EDT.
Console/PC, Art, Design, Business/Marketing, Video


Blog: How to be a video game artist in 2017  
by Gamasutra Community [07.19.17]
Game art is an exciting career, and many people choose to pursue their dream in this field. Yet there are differences between becoming a triple-A or indie game artist. Let's take a look at them.
Art

Video: Animating Rain World and its many squishy, stretchy creatures  
by Staff [07.17.17]
At GDC 2016, Rain World animators Joar Jakobsson and James Therrien hop onstage to present a detailed breakdown the animation process behind the visually arresting indie game.
Indie, Art, Video, Vault

Video Game Deep Cuts: The 4D Cyberpunk Fire  
by Gamasutra Staff [07.17.17]
This week's longform game article/video highlights include the Cyberpunk RPG's original author, 4D Toys' brain-bending surreality, Fire Pro Wrestling's resurgence, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Marc ten Bosch created an extradimensional game engine for 4D Toys 4
by Chris Priestman [07.14.17]
Marc ten Bosch's says his new mobile title as an "interactive toy." It gives us a taste of the sort of four-dimensional objects he's been playing around with for his long-awaited gameMiegakure.
Smartphone/Tablet, Indie, Art, Design, Video

Video: How Halo 4 achieved high-quality assets without sacrificing performance  
by Staff [07.13.17]
At GDC 2014 Halo 4 dev Wes Grandmont III hops onstage to share valuable, practical advice on how you can squeeze the most beautiful, high-res assets into your game without sacrificing performance.
Console/PC, Art, Production, Video, Vault

Don't Miss: 5 tips for making fighting games with giant monsters 13
by Frank Cifaldi [07.13.17]
Even if you for some reason aren't designing fighting games starring giant Japanese-style monsters (and why not?) these classic game design tips should provide some useful takeaways.
Console/PC, Art, Design

Horizon Zero Dawn dev Guerrilla Games wins big at Develop Awards  
by Chris Kerr [07.13.17]
Guerrilla Games was one of the big winners at last night's Develop Awards in Brighton, taking home the Studio of the Year and Animation Awards for its work on Horizon Zero Dawn
Programming, Art, Audio, Design, Production

Get a job: Be an Animator at WRKSHP  
by Staff [07.11.17]
WRKSHP is looking for a talented animator to join its team in San Francisco, California.
Art, Recruitment

What developers are saying about the design of Nintendo's Arms 1
by Joel Couture [07.11.17]
Developers are buzzing about Nintendo's unique fighting game for Switch. We gathered impressions from ten devs about Arms's gameplay, controls, aesthetic, unlocks, multiplayer, and more.
Console/PC, Art, Design, Production

Video Game Deep Cuts: A Failure To NBA Jam  
by Gamasutra Staff [07.09.17]
This week's longform game article/video highlights include GDC's Indie Summit Failure Workshop, an oral history of NBA Jam, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Video: Art directing the procedurally-generated dystopia of We Happy Few  
by Staff [07.07.17]
Compulsion Games' Whitney Clayton speaks at GDC 2017 about research, world building, and production challenges on We Happy Few, a game set in a procedurally-generated '60 dystopian drug paradise.
Indie, Art, Production, Video, Vault

Composer and director of Rakuen on crafting an evocative soundtrack 1
by Joel Couture [07.05.17]
"Being both the composer and game developer helped a lot. Music wasn't an afterthought; I was able to take it into account from the very beginning of development.”
Console/PC, Indie, Art, Audio, Design, Video

Sumo Digital acquires art and design specialist Atomhawk  
by Chris Kerr [07.04.17]
British game developer-publisher Sumo Digital has acquired digital art and design specialist Atomhawk for an undisclosed fee.
Art, Business/Marketing

Get a job: Be a Character Artist at Insomniac Games  
by Staff [07.03.17]
Insomniac Games is looking for a character artist to create models, textures, and shaders for characters and other key assets for its games in Burbank, CA.
Console/PC, Art

Video Game Deep Cuts: Billy Mitchell's Cuphead Thumper  
by Gamasutra Staff [07.02.17]
This week's longform article/video highlights include the complex history of Cuphead, Billy Mitchell ten years on from King Of Kong, and behind the scenes on the making of Thumper.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

The unique development constraints of Cuphead's painstakingly hand-drawn art  
by Alissa McAloon [06.29.17]
How StudioMDHR created Cuphead's hand-drawn animation, and how that art style ultimately impacted the rest of the game's development.
Console/PC, Indie, Art, Design

How Prey uses a foliage shader to make its aliens look alien  
by Alex Wawro [06.27.17]
"All the effects are meant to support the global Typhon design as something, to quote Raphael [Colantonio], 'that does weird shit,'" Prey lead visual designer Emmanuel Petit tells RPS in a new chat.
Console/PC, Art, Design