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February 7, 2016
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February 7, 2016
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Updates » Art
Video: A postmortem of the groundbreaking Pinball Construction Set 1
by Staff [02.05.16]
At GDC 2013 Pinball Construction Set creator Bill Budge lays†out the blueprints for how he came to construct a game that has (directly or indirectly)†influenced generations of game developers.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Don't Miss: The art direction autopsy of Firaxis' XCOM  
by Staff [02.05.16]
At GDC 2013, XCOM: Enemy Unknown art director Greg Foertsch digs into the art design process of doing a big-budget remake of a seminal title like the original X-COM: UFO Defense.
Console/PC, Art

GDC 2016: See how the striking look of Mirror's Edge: Catalyst was achieved  
by Staff [02.05.16]
GDC is almost here, and†organizers†would like to let you know about†a talk from EA DICE senior lighting artist Fabien Christin on how the studio is creating the unique look of†Mirror's Edge: Catalyst.
Console/PC, Programming, Art, GDC

Get a job: Turbine seeks an Art Director  
by Staff [02.04.16]
Turbine is looking for someone with experience as an artist and an art director to take up the latter role again on the company's new Game of Thrones mobile game at its Needham, Massachusetts studio.
Smartphone/Tablet, Art, Recruitment

Road to the IGF: Night School Studio's Oxenfree  
by Bryant Francis [02.04.16]
Oxenfree's watercolor art style has earned it a nomination for the IGF Award in Excellence in Visual Art. Lead designer Sean Krankel explains how its visual design impacted gameplay.††
Art, Design, IGF

Get a job: Be a Senior 3D Environment Artist at The Workshop  
by Staff [02.03.16]
California studio The Workshop seeks a 3D artist with game industry experience (read: shipped games) to join its ranks and take a senior role on creating a variety of content using Maya and UE4.
Console/PC, Art, Recruitment

Video: Breathing life into your game's creatures through animation 1
by Staff [02.03.16]
As part of the Animation Bootcamp at GDC 2013, experienced animator Amy Drobeck walks you through her process for breathing life into creatures and animals -- from the skeleton up.
VR, Console/PC, Smartphone/Tablet, Indie, Art, Video, Vault

Blog: Character creators and race in games 3
by Gamasutra Community [02.03.16]
Two students take a close look at how video game character creators represent race, and speak to players to find out how those representations affect them.
Console/PC, Social/Online, Art, Design, Business/Marketing

Engineering the engineering-based gameplay of Scrap Mechanic 1
by Roy Graham [02.03.16]
'We wanted to make you feel like a real mechanic when you put things together, so we have no editor view,' says Pontus Holmbom of Axolot Games.
Console/PC, Indie, Art, Design, Video

Don't miss all these great Summit sessions at GDC 2016  
by Staff [02.02.16]
You've got roughly 2 days left until early registration for GDC 2016 ends Wednesday, February 3rd, and conference organizers encourage anyone interested in attending to register now at the discounted rate.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Road to the Student IGF: Beglitched  
by Chris Baker [02.02.16]
'I was immediately hooked on the idea of cyberpunk that wasn't dark, green, and gritty,' says Alec Thomson. 'Frank Lantz ultimately came up with the term cyberpink; blame him for that one.'
Console/PC, Indie, Art, Design, Production, Video, IGF

Video: Blizzard's art design principles for Hearthstone  
by Staff [02.01.16]
At†GDC 2014,†Blizzard's Ben Thompson explained†how a clear set of guiding principles, relentless iteration and a healthy dose of creativity fueled the art design of†Hearthstone.
Console/PC, Social/Online, Art, Design, Production, Video, Vault

Brutalist architecture in games 5
by Gamasutra Community [02.01.16]
"Often criticized as being crude, threatening, and lacking decoration or flair, it fits within both the aesthetics of video game art, and within the context of level design and play."
Console/PC, Indie, Art, Design

Capturing iconic look and sound in Star Wars: Battlefront  
by Chris Kerr [02.01.16]
"Film and games donít always play nice with each other," says design director Niklas Fegraeus. "Games require balance and fairness to be fun, but a film does away with that in order to create drama."
Console/PC, Art, Audio, Design

Get a job: Be an Environment Artist at Insomniac Games  
by Staff [01.29.16]
The studio behind Sunset Overdrive & Ratchet & Clank seeks an artist to work on modeling, texturing and laying out in-game environments at their studio in Burbank, California.
Console/PC, Art, Recruitment

5 tips for the Global Game Jam 1
by Gamasutra Community [01.29.16]
"During the past four years, I've served as a judge at various locations. Each year, I see teams running into the same problems, causing them to miss their objectives. So here are some tips to help you get around those blockers."
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Road to the IGF: Star Maid's Cibele  
by Chris Baker [01.28.16]
'It would be easy to make myself look cool in a game about myself, but that's not my goal,' says Nina Freeman. 'I want to be honest, which doesn't always make me look cool in the game story.'
Indie, Programming, Art, Audio, Design, Production, Video, IGF

Don't Miss: The Witness artist reminds us to keep it simple, stupid 8
by Alex Wawro [01.27.16]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio in this classic 2014 feature.
Console/PC, Indie, Art, Design

Tetsuya Mizuguchi revisits Rez in a Classic Game Postmortem at GDC 2016  
by Staff [01.27.16]
Tetsuya Mizuguchi, responsible for critically-acclaimed games like†Space Channel 5,†Lumines†and†Child of Eden†will be delivering a Classic Game Postmortem of his groundbreaking game†Rez†at GDC 2016!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Fireproof opens up in extensive behind the scenes look at The Room Three  
by Chris Kerr [01.27.16]
Fireproof Games has gone above and beyond to give fans and developers a behind the scenes look at its latest mobile puzzler, The Room Three.†
Smartphone/Tablet, Art, Production