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April 19, 2014
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Updates » Art
Blog: Inside the IndieCade selection process Exclusive 12
by Kris Ligman [10.11.13]
Gamasutra news editor and IndieCade juror Kris Ligman goes in depth about how festival submissions are evaluated, why some promising entries are turned away, and how you can get involved as a juror.
Indie, Art, Audio, Design, Exclusive

Q&A: Sony Santa Monica's wayward son returns to a changed AAA landscape Exclusive 4
by Leigh Alexander [10.11.13]
Cory Barlog made his mark on the game industry by playing key roles in the God of War series. Now he's back at Sony Santa Monica, pondering the future of triple-A games.
Console/PC, Art, Design, Exclusive

How Pokemon are born: Designing the series' iconic monsters Exclusive 1
by Christian Nutt [10.10.13]
Gamasutra speaks to Hironobu Yoshida, the final art supervisor of the 20-person team that designs the creatures that form the core of Nintendo's killer handheld franchise.
Console/PC, Art, Production, Exclusive

Blog: Building a better demo reel 3
by Gamasutra Community [10.10.13]
A demo reel is a big part of finding new art jobs. Here's a basic guide to constructing and distributing demo reels culled from years of experience and advice.
Console/PC, Social/Online, Smartphone/Tablet, Art

Blog: Looking back at an indie side project, one year in 4
by Gamasutra Community [10.09.13]
From time management to game design, technical decision-making, remote work, and project management, this look back at one part-time indie studio's first year in existence covers it all.
Indie, Programming, Art, Design, Production, Business/Marketing

Art direction: A touching story GDMag Exclusive  
by Josh White [10.07.13]
In this reprint from the April 1998 issue of Game Developer magazine, Josh White outlines some best practices for keeping lines of communication clear and cordial in your art department.
Console/PC, Art, GD Mag Exclusive, GD Mag

Life after Horse_ebooks: Bear Stearns Bravo's weird FMV revival 1
by Leigh Alexander [10.07.13]
Pronunciation Book's Tom Bender says his project with Horse_ebooks' Jacob Bakilla aims to create, not dispel, more mystery on the internet -- with an art project in the form of a 1990s FMV game.
Console/PC, Art, Design, Production, Video

Blog: Indies don't hate artists 48
by Gamasutra Community [10.07.13]
Indie developer Kyle Kulyk shares his thoughts on recent feedback he's received from artists about working with budgetary constraints not uncommon in an indie environment.
Indie, Art, Business/Marketing

USC's Tracy Fullerton honored at IndieCade  
by Kris Ligman [10.04.13]
IndieCade officially kicked off this year's festivities with its annual Red Carpet Awards. Kentucky Route Zero and games educator Tracy Fullerton were among the year's awardees.
Indie, Art, Audio, Design, Production, Business/Marketing

Bored with violence, Goldeneye 007 director makes a game all about love Exclusive 7
by Leigh Alexander [10.03.13]
Former Rare head of software Martin Hollis' fatigue of "kill" as a gaming verb has led him to develop a fascinating outdoor installation about emergent group play and matchmaking, Aim for Love.
Indie, Programming, Art, Design, Exclusive

Blog: Why a female lead character is not 'bad design' 57
by Gamasutra Community [10.01.13]
In this quick, thought-provoking post, one indie developer responds to a YouTube comment -- explaining the precise reasons he chose a woman as the lead character for his game.
Console/PC, Indie, Art, Design

GDC Taipei Summit 2013 announced for Dec 5-6, call for talks open  
by Staff [09.30.13]
The call for submissions to present talks for the GDC Taipei Summit 2013 in December is now open, the second year of the popular local Asian game development event.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Stuck on that creature design? Here are some helpful techniques GDMag Exclusive 2
by Hayden Duvall [09.25.13]
In this reprint from the March 2003 issue of Game Developer magazine, Hayden Duvall lays out some tips and tricks for getting the character artist juices flowing.
Console/PC, GD Mag, Art, Design, GD Mag Exclusive

Blog: A quick guide to pixel art for non-artists 15
by Gamasutra Community [09.25.13]
Jesse Attard needed art for his game -- and with a small budget, he had no choice but to tackle some of it himself. In this post, he shares his tips for 2D pixel art.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art

ADC survey finds piracy, discoverability to be key issues facing app creators 8
by Staff [09.23.13]
More than 250 app developers provided insight on targeted platforms and app stores, app verticals, monetization methods, and more in advance of inaugural ADC event.
Social/Online, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, ADC

Postmortem: DrinkBox Studios' Guacamelee! Exclusive 6
by Staff [09.23.13]
Learn about the development of the popular and acclaimed PlayStation Network Metroidvania -- including how the game's distinctive look evolved and competition for studio resources created friction.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing, Exclusive

Get a job: Tripwire is looking for character artists  
by Kris Ligman [09.19.13]
This is a character artist position for Georgia-based Red Orchestra developer Tripwire. "We are looking for highly talented and dedicated individuals to join the Tripwire Interactive family."
Console/PC, Art, Recruitment

Double Fine's Broken Age, Grand Cru's Supernauts added to 'GDC Next 10'  
by Staff [09.19.13]
GDC Next organizers have revealed Double Fine's crowdfunded adventure game Broken Age and Grand Cru's 'Minecraft vs. Clash Of Clans'-esque Supernauts as the latest in the 'GDC Next 10' lecture series.
Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Next

IGF China 2013 winners announced  
by Brandon Sheffield [09.17.13]
The fifth annual IGF China has concluded, after some 250 entries were boiled down to a core 14 finalists across the main and student competitions. Here are the nine winning entries.
Indie, Programming, Art, Audio, Design, Production, GDC China, IGF

Video: Don Daglow on next-gen transition 'traps and treasures' 1
by Staff [09.16.13]
How do you prepare for the next-gen transition? In this GDC Europe talk, industry luminary Don Daglow revisits game dev history lessons from past console generations to avoid making old mistakes.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video