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August 31, 2016
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August 31, 2016
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Updates » Art
How one team overcame the problem of a larger art budget 4
by Gamasutra Community [03.08.16]
When this developer's budget increased, problems began to crop up. Here's how his team dealt with the issues.
Art, Production, Business/Marketing

Don't Miss: The secret history of Lionhead  
by Simon Carless [03.07.16]
Lionhead's on the chopping block. But in this classic 2006 feature, Peter Molyneux and Mark Webley speak at length about how they helped create the company, and their lessons learned along the way.
Console/PC, Programming, Art, Design, Production, Business/Marketing

Postmortem: Butterscotch Shenanigans' Crashlands 9
by Seth, Sam & Adam Coster [03.07.16]
"The difference between the mobile and PC markets is staggering. Not in size, market cap, or the type of gamer that thrives in either, but in their perception of one another."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Analyzing the HUD-less design of Assassin's Creed 6
by Gamasutra Community [03.04.16]
"The first Assassin’s Creed was designed to be playable fully without any HUD elements. I’m talking no map, markers, icons, controls. The addition of HUD in the game was clearly a late one."
Console/PC, Art, Design

Thimbleweed Park artist will share 8-bit art tips at GDC 2016  
by Staff [03.04.16]
Mark Ferrari has created art for everything from Lucasfilm Games' Loom to veteran adventure game designer Ron Gilbert's Thimbleweed Park, and he'll share what he's learned at GDC!
Console/PC, Indie, Art, GDC

For GDC's 30th, game industry notables reflect on 30 years of making games  
by Staff [03.03.16]
Lori Cole, Tim Schafer, Chris Crawford, Palmer Luckey, Chelsea Howe and more game industry luminaries will reflect on 30 years of making games during a special Flash Backward session at GDC 2016!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

This Week in Videogame Blogging: Learning from Mistakes  
by Critical Distance [03.02.16]
This week, our partnership with game criticism site Critical Distance brings us picks from their senior curator Zoya Street on game narrative, interactivity, and learning from mistakes in game design.
Console/PC, Social/Online, Indie, Art, Design

Don't miss: How Superhot (and 6 more games) grew from jam prototypes 7
by Bryant Francis [02.26.16]
"We’ve collected a sampling of game jam-derived titles that hit big in 2015. Each offers lessons in marketing, design, and even how the format of a jam can foster compelling designs."
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Check out these can't-miss expert VR talks during VRDC at GDC 2016  
by Staff [02.25.16]
With GDC 2016 right around the corner, organizers are proud to quickly highlight some of many great talks from Oculus, Epic and others at the inaugural Virtual Reality Developers Conference in March.
VR, Programming, Art, Audio, Design, Production, GDC

Uncharted 4 trailer goes live...with Assassin's Creed art 2
by Christian Nutt [02.24.16]
Strangely enough, an Uncharted 4 trailer went up today with Assassin's Creed concept art. Developer Naughty Dog has fixed the video and issued an apology.
Console/PC, Art, Business/Marketing

Get a job: Irrational Games seeks a Senior Environment Artist  
by Staff [02.24.16]
Want to collaborate closely with BioShock mastermind Ken Levine? Irrational Games is seeking a senior environment artist with a background in triple-A games.
Console/PC, Art, Recruitment

GDC 2016: Spend a day sharpening your skills at the Technical Artist Bootcamp  
by Staff [02.24.16]
GDC 2016 organizers share a preview of the informative and intriguing sessions taking place during the day-long Technical Artist Bootcamp which helps kick off the conference next month.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, GDC

Get a job: Sony Santa Monica seeks a Technical Art Director  
by Staff [02.23.16]
Want to work with the team that created the God of War games? Now's your chance, as Sony Santa Monica is recruiting a Technical Art Director.
Console/PC, Art, Recruitment

Road to the IGF: Kenny Sun's Circa Infinity  
by Phill Cameron [02.22.16]
"And then I decided to participate in the Ludum Dare for some reason. And then I came up with the concept."
Console/PC, Indie, Art, Design, Production, Video, IGF

Road to the IGF: Pol Clarissou's Orchids to Dusk  
by Phill Cameron [02.19.16]
"Lots of games give as much agency as possible to the player and build the game around them, I wanted to make something where your interaction wasn't one where everything revolves around you."
Console/PC, Indie, Art, Design, Production, Video, IGF

Trying out skeletal animation for top-down characters 1
by Gamasutra Community [02.19.16]
'Making 2D top down characters for a 2-player game, how hard could it be? Pretty hard, but not impossible, as we found out in the course of four months."
Indie, Art

How we A/B test game art and icons 1
by Gamasutra Community [02.18.16]
"When it comes to free to play design, our studio starts with creative freedom and then decides through quantitative feedback. In practice what does that mean? Lots of experiments and A/B tests."
Smartphone/Tablet, Art, Production, Business/Marketing

Rendering a painted world 5
by Gamasutra Community [02.18.16]
Want to make a game that looks like an Impressionist painting? This blog post proposes a visual rendering style that will let you achieve that look.
Console/PC, Indie, Art

Character creators and ethnicity: Faces and bodies 1
by Gamasutra Community [02.18.16]
"This is the final part of an article in three parts about self-representation in character creators in fantasy RPGs. In this last part we will show the results of facial features and body customization."
Console/PC, Art, Business/Marketing

Get a job: Be an Artist working on PlayStation VR games at Sony  
by Staff [02.17.16]
Sony Computer Entertainment Europe is looking to hire experienced artists to work on PlayStation VR titles at its studio in Manchester, England.
VR, Art, Recruitment