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June 6, 2013





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Updates » Art
Gamifying a tool: How Autodesk did it with 3ds Max  
by Gamasutra Community [06.05.13]
Will developers learn better if their tool tutorials are gamified? Autodesk tried it with 3ds Max and shares the method and the results in this blog post.
Console/PC, Art, Business/Marketing

Get a job: Blizzard is looking for WoW texture artists  
by Kris Ligman [06.04.13]
"Blizzard Entertainment is looking for an exceptionally skilled texture / concept artist to work on award winning World of Warcraft."
Console/PC, Social/Online, Art, Design, Business/Marketing, Recruitment

UK's GameCity on a mission to show the interesting side of games Exclusive  
by Leigh Alexander [06.04.13]
With so many events and awards catering to enthusiast niches, how do you build a games event for all? GameCity has some cool ideas this year, with all-star talent on board.
Console/PC, Indie, Programming, Art, Design, Business/Marketing, Exclusive

Inside the striking art and design of Hawken Exclusive 6
by Brandon Sheffield [06.03.13]
The first-person mech-battling game Hawken turned heads when it debuted thanks to some standout visuals. Khang Le with developer Adhesive explains his studio's approach.
Console/PC, Social/Online, Art, Design, Exclusive

Creating a dream, not a game 10
by Gamasutra Community [05.31.13]
Robin Arnott's next project is not a game, but a "VideoDream," with no goals and no story, like Proteus. Why would he make something like this? He explains his creative impetus.
Console/PC, Indie, Art, Design

Get a job: Gameloft looking for experienced UI Artist  
by Kris Ligman [05.31.13]
Gameloft seeks experienced UI Artist. "Working closely with the art and design teams, the User Interface Artist will create art assets for menus, icons and in-game HUDs."
Console/PC, Art, Design, Business/Marketing

No-budget, rapid level creation in Unity Pro, Google Warehouse 16
by Gamasutra Community [05.31.13]
Aiming for a Kickstarter success, Jamie Fristrom (Spider-Man 2) knew he needed something to show off. Here he shares how he used Google Warehouse assets to get up and running ASAP.
Console/PC, Indie, Art, Design

Learning how Japanese developers create characters and worlds 32
by Staff [05.31.13]
Inspired by an obscure RPG, Zack Wood traveled to Kyoto Seika University, the alma mater of Yoji Shinkawa (Metal Gear Solid) to study game design. He shares insights into Japanese creativity here.
Console/PC, Indie, Art, Design

Video: Programming better actors in games  
by GDC Vault Staff [05.30.13]
"Acting in computer games really really sucks," said NYU researcher and director Ken Perlin in this GDC 2001 programming lecture.
Console/PC, Programming, Art, Design, Production, Video

Lighting design fundamentals: How and where to use colored light Exclusive GDMag Exclusive 2
by Steve Theodore [05.30.13]
In this reprint from the March 2005 issue of Game Developer magazine, technical artist Steve Theodore espouses classic design fundamentals for creating evocative lighting in your games.
GD Mag, Art, Design, Exclusive, GD Mag Exclusive

Video: The damsel in distress's modern, gruesome update 102
by Kris Ligman [05.30.13]
The second entry in Anita Sarkessian's Tropes vs. Women in Video Games series explores how modern iterations of the "damsels in distress" cliche are increasingly violent.
Console/PC, Art, Design, Production, Business/Marketing, Video

Gamasutra got a facelift. Here's a note from the editor-in-chief 22
by Kris Graft [05.30.13]
We made some changes to our front page layout that we hope will help you find the most relevant stories of the day. Editor-in-chief Kris Graft offers a rundown.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Flower for Vita, much more to be showcased at IndieCade's E3 booth  
by Kris Ligman [05.29.13]
IndieCade's annual E3 showcase will feature thatgamecompany's Flower for PlayStation Vita along with 36 other independent games. Here's the complete list.
Console/PC, Indie, Art, Design, Production, Business/Marketing

Video: The art and tech of Incredipede 2
by GDC Vault Staff [05.29.13]
Developer Colin Northway and artist Thomas Shahan discuss the stunning, living art style of Incredipede and the Adobe Flash tech that powers the moving art.
Console/PC, Indie, Programming, Art, Design, Video

A look at futuristic game architecture, from 2002 Exclusive GDMag Exclusive  
by Hayden Duvall [05.28.13]
In this reprint from the January 2002 issue of GD Mag, future Duke Nukem Forever developer Hayden Duvall looks to the role of architecture in informing futuristic game levels.
Console/PC, GD Mag, Art, Design, Exclusive, GD Mag Exclusive

Making better hallways: Tips from a Tomb Raider designer 7
by Gamasutra Community [05.28.13]
All games have them, but they could be a lot better, generally. Level designer Travis Hoffstetter (Tomb Raider) explains what you can do to make your game's corridors better.
Console/PC, Indie, Art

Gamebox accuses Wargaming of 'slander' over Project Tank 6
by Kris Ligman [05.28.13]
Following accusations it copied Wargaming.net's World of Tanks, Gamebox has submitted a formal charge of slander, saying its Project Tank simply draws from the same source material.
Console/PC, Social/Online, Indie, Art, Design, Production, Business/Marketing

Final reminder: GDC Next, ADC talk submissions due Wednesday  
by GDC Staff [05.28.13]
The deadline for talk submissions for the future-focused GDC Next show in L.A. is on May 29th - organizers also taking submissions for co-located, non-game focused App Developers Conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Player-driven stories - how do we get there? 2
by GDC Vault Staff [05.24.13]
Former Ion Storm, 2K, and LucasArts designer Kent Hudson encourages creating interactive, player-driven stories and urges to move past Hollywood-style linearity, in this free GDC video lecture.
Console/PC, Art, Design, Production, Video

The power of imaginative world-building 8
by Gamasutra Community [05.23.13]
Even on the Super Nintendo, it was possible to build worlds that captured the imagination and provoked strong emotion -- or so writes indie Zack Wood, in his analysis of obscure RPG Lennus.
Console/PC, Smartphone/Tablet, Indie, Art, Design