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December 19, 2014
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December 19, 2014
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Updates » Art
How to leverage your local library as an indie 1
by Gamasutra Community [12.01.14]
"As my thirst for knowledge increased, so did the diversity of books. I started requesting Art Books, Marketing Books, Books of Faith, and even a very obscure technical book for programming Voronoi Diagrams."
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

A look at a low-poly facial animation technique 2
by Gamasutra Community [11.28.14]
"Because I donít need to make the vertex counts match for each change in expression I can really push the facial animation. It also has the benefit of looking more 'hand made.'"
Console/PC, Indie, Programming, Art

Get a job: BattleCry is hiring a Lead Environment Artist  
by Staff [11.26.14]
Got some chops as a leader and an artist? Austin-based BattleCry Studios is looking to hire a lead environment artist to work on its upcoming online team combat game Battlecry.
Console/PC, Art, Recruitment

The science of low-polygon eyeballs 2
by Gamasutra Community [11.25.14]
"Whichever way an artist chooses she/he will have to ask themselves a question: 'How do I make the eyes look good from the side?'"
Console/PC, Indie, Art

Don't Miss: The Witness artist reminds us to keep it simple Exclusive 8
by Alex Wawro [11.24.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Console/PC, Indie, Art, Design, Exclusive

See how Insomniac put the style in Sunset Overdrive at GDC 2015  
by Staff [11.21.14]
The post-apocalyptic punk rock style of Sunset Overdrive is one of the game's biggest draws, and Insomniac art director Jacinda Chew is coming to GDC 2015 in March to reveal how it came to be.
Console/PC, Art, GDC

Video: Discovering the art direction for Child of Light 3
by Staff [11.20.14]
Ubisoft Montreal's Patrick Plourde explains how the unique, almost dreamlike visual design of Child of Light was discovered and implemented on the UbiArt Framework in this GDC 2014 talk.
Console/PC, Art, Video, Vault

Don't Miss: The Binding of Isaac postmortem 26
by Edmund McMillen [11.20.14]
How did a game destined for failure become a cult smash? In this classic feature, Edmund McMillen discusses how he added religion to Zelda, mixed it with a roguelike, and came out with a surprise hit.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Mobile game maps: Which format is right for you? 1
by Gamasutra Community [11.20.14]
It's the most prevalent way to show progression in mobile puzzle games -- but what considerations go into selecting which kind of map design works best for your game?
Smartphone/Tablet, Art, Design

Blog: In search of art with Jack King-Spooner 1
by Gamasutra Community [11.14.14]
Art-indie dev Jack King-Spooner on making games: "In terms of outcome games are more rewarding. In terms of process, painting and making music is more rewarding."
Console/PC, Indie, Art, Design

Get a job: Cloud Imperium Games is hiring a Lighting Artist  
by Staff [11.13.14]
The folks building Star Citizen are looking to bring on an experienced game lighting artist well-versed in Maya to work alongside the team in the company's Santa Monica, CA studio.
Console/PC, Art, Production, Recruitment

Don't Miss: Designing the hit mobile game Monument Valley Exclusive 8
by Kris Graft [11.13.14]
Earlier this year, Monument Valley lead designer Ken Wong told us about designing a game that stands out from the crowd with a development team embedded inside a creative agency.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

The benefits of less visual detail 17
by Gamasutra Community [11.13.14]
"The burden of realistic visuals is that people expect to be able to interact with the game's realistic world in a realistic sense. They expect to be able to push that chair out of the way."
Console/PC, Indie, Art, Design

Rendering a realistic-looking, varied crowd 6
by Gamasutra Community [11.11.14]
"I wanted to draw a huge amount of characters in the crowd, with sufficient visual variety that they looked like a crowd of individuals as opposed to multiple copies."
Console/PC, Indie, Programming, Art

As definition of 'curator' evolves, traditional curation still crucial for games Exclusive 5
by Kris Graft [11.11.14]
The "true" video game curators have the crucial task of preserving video games, and making them relevant to society at large.
Art, Exclusive

Get a job: Harmonix is hiring a Visual FX Artist  
by Staff [11.10.14]
The folks behind Fantasia: Music Evolved and A City Sleeps need an experienced visual effects artist to join the team in Harmonix's Cambridge, MA studio.
Console/PC, Art, Recruitment

For art vendors: When your client is unsatisfied  
by Gamasutra Community [11.10.14]
Tips and tricks for working with clients on producing art: Versioning art, listening to feedback, and making sure that the team is being properly managed.
Console/PC, Smartphone/Tablet, Art

Don't Miss: A postmortem look at how Blizzard built Diablo II 3
by Erich Schaefer [11.07.14]
Diablo II executive producer Erich Schaefer details what went right -- and wrong -- during development of what became one of Blizzard's most impactful games.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing

Creating a procedural mosaic using Voronoi diagrams 6
by Gamasutra Community [11.05.14]
"I thought it would be interesting if I captured a real moment from the fight. So to do that, I decided the best way forward was to actually capture a frame from the 3D scene and see if I could get this to look like a mosaic."
Indie, Programming, Art

IGF 2015 welcomes packed lineup of Main Competition entrants 2
by Staff [11.04.14]
The 17th annual Independent Games Festival -- the longest-running and largest showcase for independent developers -- festival has seen more than 600 entries for its Main Competition once again.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF