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Updates » Art
Don't Miss: The making of Double Fine's Psychonauts  
by Caroline Esmurdoc [12.04.15]
With Psychonauts 2's crowdfunding campaign underway, we highlight this classic Game Developer magazine postmortem of the original Psychonauts from 2005.
Console/PC, Programming, Art, Audio, Design, Production

Get a job: Sucker Punch Productions seeks a Senior Environment Modeler  
by Staff [12.03.15]
The Infamous developer is looking for a senior environment modeler to help the studio "push the boundary of gameplay, art and story-telling on PlayStation 4."
Console/PC, Art, Recruitment

Code, biz, design and art: All the lessons we learned, making our game 2
by Gamasutra Community [12.03.15]
The devs behind Toto Temple Deluxe blogged extensively during its development -- and now you can read all of those posts, thanks to this handy compilation.
Console/PC, Indie, Programming, Art, Design, Business/Marketing

Classic Postmortem: Jak and Daxter: The Precursor Legacy GDMag Exclusive 1
by Stephen White [12.02.15]
Naughty Dog's platformer franchise debuted 15 years ago today. Check out this in-depth postmortem of Jak and Daxter: The Precursor Legacy by Stephen D. White from Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

This Week in Video Game Blogging: Fallout 4 and assassin architecture  
by Critical Distance [12.01.15]
This week, our partnership with game criticism site Critical Distance brings us picks on topics ranging from environmental storytelling in Fallout 4 to connecting games to the art disciplines of brutalism and opera.
Console/PC, Art, Design

Video: Turning concepts into production art for Halo 2: Anniversary  
by Staff [11.30.15]
At GDC 2015 earlier this year, Certain Affinity's Michael Pavlovich explains how 3D concept models went from idea to in-game assets in a single day during development of Halo 2: Anniversary.
Console/PC, Art, Production, Video, Vault

UX comparison: Clash of Clans vs. Rival Kingdoms 7
by Gamasutra Community [11.30.15]
"I believe UX design in a product is a voice, that stands for the end user. It must identify pain points and cognitive friction which users might have experienced in the past in a similar product."
Smartphone/Tablet, Art, Design, Business/Marketing

Lucas Pope and the rise of the 1-bit 'dither-punk' aesthetic 5
by Richard Moss [11.30.15]
Lucas Pope is trying to capture the legibility and simplicity of great Mac games from the era of monochromatic '1-bit' Mac Plus games with Return of the Obra Dinn
Console/PC, Indie, Art, Design, History

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 3
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 2
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 16
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