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September 24, 2016
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September 24, 2016
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Updates » Art
Adding visual variety using a few Photoshop-like tricks 6
by Gamasutra Community [03.31.16]
"We needed to add some variety to the scene to make it more appealing for the players, but creating several scenarios wasn’t a good option for us. We are only 2 people doing the game."
Console/PC, Smartphone/Tablet, Indie, Art

Perceiving without looking: Designing HUDs for peripheral vision 10
by Gamasutra Community [03.30.16]
Practical considerations with examples: "To achieve this, UI elements would benefit from being big, stark, and obvious, and convey information through variations in brightness rather than color."
Console/PC, Art, Design

The trials and technical triumphs of Obra Dinn  
by Christian Nutt [03.29.16]
Lucas Pope shares the details behind why it's taken him 1.5 years to get his latest demo near his original vertical slice -- and shares technical solutions to making his game work in Unity.
Console/PC, Indie, Programming, Art

Get a job: Be a Senior Concept Artist for Disney Interactive  
by Christian Nutt [03.28.16]
Disney Interactive is seeking a Senior Concept Artist with extensive console game experience to work on new titles in its Glendale, California studio.
Console/PC, Art, Recruitment

Study combs through 155 Gamasutra postmortems for what went right and wrong 2
by Christian Nutt [03.28.16]
A scholarly review of 155 Gamasutra postmortems -- produced by academics from the Rochester Institute of Technology in conjunction with Microsoft Research -- gets to the heart of game development.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The role of animations in action game hit effects 2
by Gamasutra Community [03.28.16]
"Players should receive a suitable feedback based on what they do. When hitting or being hit, player should feel the impact. Several techniques can be considered here to show the impact of the hits."
Console/PC, Smartphone/Tablet, Indie, Art

Get a job: Digital Extremes is hiring a 3D Environment Artist  
by Staff [03.25.16]
Based out of Canada, the studio behind Warframe is looking for an experienced 3D environment artist to work on upcoming projects alongside the team in its London, Ontario studio.
Console/PC, Art, Recruitment

Classic Postmortem: Lionhead's Black & White 2
by Peter Molyneux [03.25.16]
Fifteen years ago today, Lionhead Studio's unique creature-training God game Black & White was released. Here's Peter Molyneux's in-depth postmortem that first ran in Game Developer magazine.
Programming, Art, Design, Production

GDC Europe 2016 announces dates and calls for papers  
by Staff [03.25.16]
GDC organizers have put out the call for submissions to present lectures and panel sessions at the 2016 Game Developers Conference Europe, which will run August 15-16 in Cologne, Germany.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

The Spiral Dance: Ice-Bound shows that books aren't out of style  
by Katherine Cross [03.24.16]
The Ice-Bound Concordance is a masterfully layered game about the significance of writing and editing that requires players to sift through an actual physical book as they play.
Smartphone/Tablet, Indie, Art, Design, Business/Marketing, Video

Adapting classic Sega Saturn games to be colorblind-friendly 1
by Gamasutra Community [03.24.16]
"Let me name three specific Sega Saturn games and describe how color affects their gameplay. Then, I'll propose a solution to make each game accessible to those that are colorblind."
Console/PC, Programming, Art

Don't Miss: Creating the rich, detailed world of Samorost 3  
by Chris Baker [03.24.16]
Amanita Design founder Jakub Dvorský talks about the design of the unique game world in the studio's latest work, Samorost 3. and the ins and outs of how it was crafted.
Indie, Art, Design

Get a job: The Chinese Room seeks a Lead Artist  
by Staff [03.23.16]
The British studio responsible for Everybody's Gone To The Rapture is looking for an experienced artist to take a lead role at The Chinese Room's studio in Brighton, England.
Console/PC, Indie, Art, Recruitment

Don't Miss: The stories behind SCUMM, one of the game engine greats 13
by Staff, Mike Bevan [03.23.16]
In this classic 2013 feature, SCUMM ("Script Creation Utility for Maniac Mansion) co-creator Aric Wilmunder shares stories of making one of the all-time great game engines while at LucasArts.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: A hierarchy of needs for creative people (such as game devs) 12
by Gamasutra Community [03.23.16]
You know how Maslow has that great Hierarchy of Needs pyramid? Let's try one for creative people.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Limbo dev open-sources its Unity 5 anti-aliasing tech 4
by Alex Wawro [03.22.16]
Following a talk on the topic at GDC last week, Limbo developer Playdead has released the source code for the temporal reprojection anti-aliasing solution used in its upcoming game Inside.
Indie, Art

Get a job: Sucker Punch is hiring a Character Artist  
by Staff [03.22.16]
InFamous: Second Son studio Sucker Punch is hiring a "seasoned" character artist to work (with a focus realistic human anatomy, likenesses and clothing design) at its Bellevue, WA studio.
Console/PC, Art, Recruitment

Naughty Dog shares a guided look at its Uncharted 4 production process  
by Alex Wawro [03.22.16]
As part of a marketing effort for the game, Naughty Dog offers a brief glimpse into how the studio is changing its production pipeline for its first (original) Uncharted game on PlayStation 4.
Console/PC, Art, Production, Video

Video: How the studio behind Bastion creates atmosphere in games  
by Staff [03.22.16]
At GDC 2012, Supergiant's Greg Kasavin hopped onstage to explain how the (then) seven-person team went about creating an atmospheric game on a modest budget: the lauded 2011 action-RPG Bastion.
Indie, Art, Audio, Design, Video, Vault

Don't Miss: The ultra-modern stylings of Hyper Light Drifter 3
by Kris Ligman [03.22.16]
In this classic 2013 interview, Gamasutra speaks to Hyper Light Drifter devs Alex Preston and Teddy Diefenbach to get to the bottom of just what it is about the game that struck a chord with players.
Indie, Art, Design, Production