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July 28, 2014
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July 28, 2014
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Updates » Art
Creating beautiful textureless 3D art in Unity 9
by Gamasutra Community [02.11.14]
"In essence the style is very, very simple. There is nothing new here for most game artists. But combining these ingredients can lead to striking result when you remove the texturing from the process."
Console/PC, Smartphone/Tablet, Indie, Art

Learn more about this year's GDC Animation Bootcamp sessions  
by Gamasutra Community [02.10.14]
GDC Animation Bootcamp organizer Mike Jungbluth has gathered together the presenters, who come from Bungie to Battlefield and beyond, into one podcast -- and you can listen now.
Console/PC, Indie, Art, GDC

'Beating' games around the world Exclusive 36
by Leigh Alexander [02.10.14]
Turns out "beating" games is a mostly a North American phrasing. Leigh Alexander wondered what that said about us -- and ended up learning a fascinating variety of global phrases for finishing games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive

Road to the IGF: Klei Entertainment's Don't Starve Exclusive 3
by Alex Wawro [02.10.14]
Continuing Gamasutra's Road to the IGF series of interviews with nominees, we talk to Klei's Kevin Forbes about Don't Starve, a procedurally-generated survival game with permadeath and a Gorey-inspired art style.
Console/PC, Indie, Art, Design, Exclusive, Video, IGF

Catlateral Damage: Creating rooms for cats to play in  
by Gamasutra Community [02.10.14]
"Rather than create new rooms from scratch, tweak them, and create new UVs and textures each time, I created several simple wall pieces that can be used like LEGO pieces over and over."
Console/PC, Indie, Art, Design, Production

Beyond the finalists: IGF 2014 Best In Visual Art jury picks 1
by Alex Wawro [02.07.14]
We highlight the IGF 2014 entrants that earned at least one vote for the Excellence in Visual Art award from IGF jurors, but didn't reach the critical mass of votes to become a finalist.
Console/PC, Indie, Art, IGF

For a generation, Nintendo's business is personal Exclusive 27
by Leigh Alexander [02.07.14]
In the wake of Nintendo's recent financial shortfalls and the wave of opinions about what Nintendo must do to fix its problems, Leigh Alexander examines why we're so invested in this company.
Console/PC, Programming, Art, Design, Exclusive

Optimization tips and tricks for ShiVa 2
by Gamasutra Community [02.07.14]
Getting a game running smoothly on a low-powered device can be a challenge. This post covers one developer's ShiVA workflow, showcasing how he crunched polys and got his game running fast.
Indie, Programming, Art, Production

GDC 2014 adds talks on Plants vs. Zombies 2, Forza 5  
by GDC Staff [02.07.14]
This year's GDC talks include a behind-the-scenes at the art design of Plants vs. Zombies 2, a discussion of how Turn 10 accurately modeled real cars in Forza Motorsport 5, and more.
Console/PC, Art, Design, Production, GDC

Rigging and animating on the cheap (and easy) 10
by Gamasutra Community [02.06.14]
"We've built an animation pipeline that minimizes the time spent rigging 3D characters, shares a single character rig across a number of characters, and shares animations across those characters."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art

Road to the IGF: Simogo's DEVICE 6 Exclusive  
by Leigh Alexander [02.05.14]
Continuing Gamasutra's Road to the IGF series of interviews with nominated developers, we talk to Simogo's Simon Flesser about DEVICE 6, a stylish and surreal narrative-driven iOS puzzle game.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, Mobile Games, IGF

Solving 2.5D rendering challenges in Lovers in a Dangerous Spacetime 4
by Gamasutra Community [02.05.14]
A technique for 2.5D rendering in Unity: "Our solution was simple. In Maya, we would combine all the quads into a single mesh and that would solve all of our problems."
Console/PC, Indie, Programming, Art, Production

Watch DICE Summit sessions streamed live  
by Staff [02.05.14]
The annual DICE Summit is in Las Vegas this week, and starting today at 9:30 a.m. PST (12:30 p.m. EST), the event will be streamed via Twitch.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video

Road to the IGF: Lucas Pope's Papers, Please Exclusive  
by Leigh Alexander [02.04.14]
Continuing our series of Road to the IGF interviews with nominees, we talk to Lucas Pope about Papers, Please, the piquant border control simulator nominated for multiple accolades.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

Video: Making games look like movies, circa GDC 2004  
by GDC Staff [02.03.14]
In this programming talk from the GDC Vault, ATI and PDI/Dreamworks experts compare shading techniques used in the Shrek series to the real-time shading used in games like Jak 2.
Console/PC, Programming, Art, Video

Toronto's Hand Eye Society gears up to celebrate Canadian game devs Exclusive  
by Kris Ligman [02.03.14]
Gamasutra speaks with Toronto-based dev Jim Munroe (Unmanned) about Hand Eye Society's upcoming Fancy Video Game Party -- an event honoring the work of local Canadian game developers.
Indie, Art, Exclusive

From Tempest to TxK: Jeff Minter takes you on a tour of far-out shooters 7
by Gamasutra Community [01.31.14]
The man behind Tempest 2000 will soon release TxK for the PlayStation Vita, and in this blog post he takes you on a tour of his visual, aural, and gameplay aesthetic over the years.
Console/PC, Indie, Art, Audio, Design

Blog: How to create the cutout effect in 3D games 2
by Gamasutra Community [01.31.14]
It's nice when players can see their characters in a 3D environment, isn't it? Tyler Glaiel shares his method for a "crop circle" effect in Bombernauts.
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Reminder: 24 hours left to early register for GDC 2014  
by GDC Staff [01.30.14]
With just over a day left until early registration for GDC 2014 ends on January 31, conference organizers are encouraging anyone interested in attending to register now at the discounted rate.
Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Road to the IGF: Damian Sommer and Emily Carroll's The Yawhg Exclusive 1
by Leigh Alexander [01.29.14]
Continuing our Road to the IGF series of interviews with finalists, we talk to Damien Sommer about The Yawgh, a local multiplayer choose-your-own adventure game latticed with depth and beauty.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF