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September 1, 2016
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Updates » Art
Now's the time to submit talks for the Game Career Seminar at GDC 2017!  
by Staff [08.31.16]
Game industry professionals, take note: GDC 2017 officials are now accepting Game Career Seminar talk submissions through Friday, September 23rd.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Former film animator discusses making the gorgeous Ghost of a Tale 2
by Stefanie Fogel [08.31.16]
Lionel Gallat was an animation director on feature films before sinking 3 years of his life into developing the stealth title Ghost of a Tale. What he and his small team have created looks incredible.
Console/PC, Indie, Art, Business/Marketing, Video

Get a job: Magic Leap seeks to hire a 3D Artist  
by Staff [08.30.16]
VR/AR startup Magic Leap is hiring a 3D artist to "join our growing team in New Zealand and help us build the ultimate robot disintegrating science fiction experience", Dr. Grordbort's Invaders.
VR, Art, Recruitment

Blog: Weathering the bad times as an art outsourcer 1
by Gamasutra Community [08.30.16]
It's a tough time for Chinese art outsourcers. But there are some ways to weather the tough times, says Junxue Li, CEO of a game art outsourcing company.
Art, Production, Business/Marketing


Get a job: Smite dev Hi-Rez Studios seeks an Animator  
by Staff [08.24.16]
The Paladins and Smite studio is hiring an experienced animator to join its studio in Alpharetta, Georgia to work on its current and future projects.
Console/PC, Social/Online, Art, Recruitment

Obduction let Cyan experiment with VR in a non-Myst universe 1
by Richard Moss [08.24.16]
Obduction, which is out today, is Cyan's first game in 25 years that isn't set in the Myst universe. We talked to Rand Miller about world building, puzzle crafting, and designing for VR.
VR, Console/PC, Indie, Art, Design, History, Video

As SNES turns 25, devs discuss its 7 greatest graphics innovations 9
by Jon Irwin [08.22.16]
“The SNES was the golden age of pixel art," says Eric Barone, creator of Stardew Valley. "It had enough complexity to look interesting, but was limited enough that you had to be creative with it."
Console/PC, Art, Design, History

Get a job: Be a Lead Character Modeler at Telltale Games  
by Staff [08.19.16]
Minecraft: Story Mode developer Telltale Games seeks a Lead Character Modeler to work on games alongside the rest of the team at the company's San Rafael, CA headquarters.
Console/PC, Art, Recruitment

Don't Miss: An oral history of developing the original Deus Ex 5
by Alex Wawro [08.18.16]
In this timeless feature, Gamasutra speaks to Warren Spector, Chris Norden, and others on the original Deus Ex team to learn more about how they developed it -- and what it did to them.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Writing branching romances in non-romance games  
by Gamasutra Community [08.17.16]
"Figure out the scope of your romance -- whether a line here and there or something hefty and pervasive -- and make sure your scope is in line with your vision."
Art, Design

Don't Miss: The Essential 20 - A Japanese RPG primer for devs 32
by Kurt Kulata [08.16.16]
Almost 10 years after this 2008 feature was published, it's still worth reading for some intriguing opinions on the design and influence of some well-known (and some relatively unknown!) JRPGs.
Console/PC, Art, Design

What game developers are saying about No Man's Sky 42
by Chris Baker [08.16.16]
"The design is: ‘here’s an infinite procedural world. I hid a game in here, see if you can find it.’ I think that’s kind of cool! Treasure hunts are under-represented as a basic model of game design"
Console/PC, Indie, Art, Design

Video: How Star Wars: Battlefront was built with real props & locations 2
by Staff [08.12.16]
Find out how the Star Wars Battlefront team worked to incorporate real-world locations and props from the original Star Wars films.
Console/PC, Art, Video

Game Design Deep Dive: Color as identity in Push Me Pull You 8
by Michael McMaster, Jacob Strasser [08.12.16]
"In a frantic local-multiplayer game, readability is hugely important. In our case, where there are two teams of two players on-screen at all time, it can be tricky to keep track of your character."
Indie, Art, Design, Video, Deep Dive

How RimWorld fleshes out the Dwarf Fortress formula 4
by Cassidee Moser [08.11.16]
 "I was fascinated by how the player and game could work together to create a narrative in Dwarf Fortress. I wanted to push that even further, and do it in a way that's approachable."
Console/PC, Indie, Art, Design, Video

Get a job: Sony is hiring an experienced Environment Artist  
by Staff [08.10.16]
Sony seeks an experienced hand who can work as a senior environment artist to "help build something magical" alongside the rest of the team at its offices in San Mateo, California.
Console/PC, Art, Recruitment

Don't Miss: Procedurally generating the worlds of No Man's Sky 2
by Staff [08.09.16]
At GDC 2015, Hello Games' Grant Duncan popped up on stage to speak frankly with fellow developers about exactly how and why the studio came to procedurally generate the worlds of No Man's Sky.
Console/PC, Indie, Programming, Art, Production

Now's the time to submit your best Visual Arts talks for GDC 2017!  
by Staff [08.09.16]
Artists, take note: GDC officials seek great submissions of intriguing, cutting-edge Visual Arts talks for the GDC 2017 Main Conference, from now through August 18th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, GDC

Get a job: Be an Environment Artist at Industrial Light & Magic  
by Staff [08.08.16]
Industrial Light & Magic (ILM), Lucasfilm's VFX/animation studio, seeks an experienced environment artist to work alongside a team of artists and game designers at its San Francisco, CA office.
VR, Console/PC, Art, Recruitment