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November 29, 2015
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November 29, 2015
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Updates » Art
Don't Miss: 20 fun facts about hex grids 29
by Gamasutra Community [11.27.15]
In this light-hearted 2014 post, a studio shares twenty "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production

Animating 3D character movement in Unity 1
by Gamasutra Community [11.27.15]
A post on using Unity and Mecanim to animate a character -- and getting it to look right -- within a 3D adventure game.
Console/PC, Indie, Programming, Art

Classic Postmortem: Ratchet & Clank GDMag Exclusive  
by Ted Price [11.27.15]
The PS2 platformer was released 12 years ago this month. Insomniac Games CEO Ted Price wrote this detailed postmortem of the game's development for Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Don't Miss: Avalanche's model for video game boat physics 13
by Jacques Kerner [11.26.15]
In this 2014 feature Avalanche senior coder Jacques Kerner (Just Cause 3) walks us through coding "a simplified model that captures the important features of a boat" in this meaty programming piece.
Console/PC, Programming, Art, Design, Production

Classic Postmortem: Star Wars Rogue Leader: Rogue Squadron II GDMag Exclusive  
by Thomas Engel [11.26.15]
Factor 5's arcade-style action game was release 14 years ago this month. Here's an in-depth postmortem that first appeared in Game Developer magazine.
Programming, Art, Design, Production, History, GD Mag Exclusive

Top designers share their personal techniques at GDC 2016  
by Staff [11.25.15]
As GDC 2016 approaches, organizers announce two new talks on game design and the importance of graphic design from veteran devs at studios like Ubisoft, Monolith, Insomniac and more.
Console/PC, Art, Design, GDC

Classic Postmortem: Myth: The Fallen Lords GDMag Exclusive  
by Jason Regier [11.25.15]
Bungie's Myth: The Fallen Lords was published 18 years ago today. Check out this in-depth postmortem of the real-time tactics title from Game Developer magazine.
Programming, Art, Design, Production, History, GD Mag Exclusive

Forget all the comparisons to cinema--games are more like operas 2
by Katherine Cross [11.23.15]
'Every time I see an opera I cannot help but think of video games, for they too necessarily combine many art forms'
Art, Design

Classic Postmortem: Star Wars Starfighter GDMag Exclusive  
by Chris Corry [11.23.15]
LucasArts' action-heavy space sim was released fourteen years ago. Here's an in-depth postmortem by the developers of the game that first appeared in Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Watch Oculus Connect 2 talks, including this one on the company's own demos  
by Christian Nutt [11.19.15]
Oculus has posted a wide swath of presentations from its September developer event on YouTube -- offering a variety of lessons for VR developers in the process.
VR, Art, Design, Video

Classic Postmortem: Uncharted: Drake's Fortune GDMag Exclusive 6
by Richard Lemarchand & Neil Druckmann [11.19.15]
Half-tucked hero Nathan Drake made his debut eight years ago today. Here's Naughty Dog's detailed postmortem that first ran in Game Developer magazine.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

How I reduced the .apk size of my Android game by 88% 8
by Gamasutra Community [11.19.15]
"Most advices are about packing your code using compressor/obfuscator programs. But the gains are really negligible. Then one thing caught my eye: using JPEG for textures."
Smartphone/Tablet, Programming, Art

Steal that look: Skylanders dev shares rendering tips at GDC 2016  
by Staff [11.19.15]
As GDC 2016 draws nigh organizers announce two new graphics talks: one on mixed resolution rendering in Skylanders, the other on how to best use a super-limited color palette (think: black, white and red.)
Console/PC, Indie, Programming, Art, Production, GDC

Get a job: Big Fish Games is hiring a UI Artist  
by Staff [11.18.15]
If you've got some experience designing and creating graphical user interfaces for games, Big Fish wants you (or someone like you) to join the team at its Seattle HQ to work on mobile game UI.
Smartphone/Tablet, Art, Recruitment

Classic Postmortem: Tomb Raider: Underworld GDMag Exclusive 12
by Eric Lindstrom [11.18.15]
The eighth installment in the Lara Croft franchise was released seven years ago today. Here's Eric Lindstrom's in-depth postmortem from Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

VR quick tip: Reticle positions 1
by Gamasutra Community [11.18.15]
"While developing Bazaar, we ran into issues debugging the reticle position -- the eye-shaped cursor in the center of the view that shows where the player is looking. Here’s a quick tip that helped us."
VR, Art

Don't Miss: Designing the characters & combat of Valkyria Chronicles 4
by Brandon Sheffield [11.17.15]
The Sega duo behind critically acclaimed PS3 strategy title Valkyria Chronicles discuss gameplay evolution, the lessons of war, and Pixar's influence in this classic 2009 interview.
Console/PC, Art, Design, Production

This Week in Video Game Blogging: Grants for Unreal devs and Fallout 4's furry companion  
by Critical Distance [11.16.15]
This week, our partnership with game criticism site Critical Distance brings us picks on topics ranging from initial critical reception to Fallout 4 to grant opportunities for Unreal developers.
Console/PC, Indie, Art, Design, Business/Marketing

Classic Postmortem: The making of Half-Life 2 GDMag Exclusive 5
by Brian Jacobson & David Speyer [11.16.15]
Half-Life 2 was released 11 years ago today. This postmortem from Game Developer magazine outlines Valve's decentralized design process.
Console/PC, Art, Design, Production, History, GD Mag Exclusive

Get a job: Be a Visual Effects Artist at Respawn  
by Staff [11.13.15]
The studio behind Titanfall seeks visual effects artists to work on both Titanfall and the studio's new 3rd-person action-adventure game at its headquarters in Van Nuys, California.
Console/PC, Art, Recruitment