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August 1, 2014
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Updates » Art
Monsters from the Id: The Making of Doom 6
by Alexander Antoniades [07.18.14]
From the very first (Jan. '94) issue of Game Developer magazine, this retrospective on Id Software's Doom paints a unique portrait of a legendary developer whose games would launch a genre.
Console/PC, Indie, Programming, Art, Audio, Design, Production

The story of Shadowgate and its reimagining 20
by Gamasutra Community [07.18.14]
This blog takes a look at the classic adventure game -- soon to come back, thanks to Kickstarter -- and offers a tour through the technical and artistic limitations of old hardware.
Console/PC, Indie, Art, Production, History

Get a job: Runic Games seeks a visual effects artist  
by Staff [07.17.14]
Torchlight series developer Runic Games seeks an artist interested in "creating compelling and dynamic real-time visual effects" as well as working "to improve... our visual effects creation pipeline."
Console/PC, Art, Recruitment

What happens when you make and release a mobile puzzle side project? 10
by Gamasutra Community [07.16.14]
A comprehensive look back at the development and release of Causality, a simple mobile puzzler one developer made in his spare time -- lessons learned, mistakes made, and sales performance.
Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Make your game trailer come alive using camera mapping 17
by Gamasutra Community [07.16.14]
"You take a beautiful photograph or take a piece of concept art that has a certain amount of 'depth' in there. You can make this 'flat' image come alive with just a few basic 3D, texture and animation skills."
Console/PC, Indie, Art, Production, Business/Marketing

GDC Europe debuts VR, #1ReasonToBe talks; last day for early reg!  
by GDC Staff [07.16.14]
As the deadline for GDC Europe early reg. looms, organizers highlight some of its most interesting talks on topics like Sony's Project Morpheus, #1ReasonToBe, the history of Ninja Theory and a postmortem on Broken Sword.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Don't Miss: Letting go of control with David OReilly's Mountain Exclusive 39
by Leigh Alexander [07.15.14]
Leigh Alexander investigates why artist David OReilly's Mountain feels like a rebellion against the stressful nature of contemporary Internet culture.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive

11 tips for producing art for hidden object and adventure games 1
by Gamasutra Community [07.15.14]
From creating rough concepts to finished pieces, and from creating textures to making your workflow smoother and more repeatable, this post offers a variety of tricks for art production.
Console/PC, Smartphone/Tablet, Indie, Art

The beautifully intricate dollhouse of Else Heartbreak Exclusive 3
by Leigh Alexander [07.15.14]
Erik Svedäng and Niklas Åkerblad talk Else Heartbreak, a story-driven game set in the fictional harbor town of Dorisburg: "a strange kind of homemade Grand Theft Auto, without any guns or cars."
Console/PC, Indie, Programming, Art, Design, Exclusive

Video: Understanding the successful relaunch of Final Fantasy XIV  
by Staff [07.14.14]
Final Fantasy XIV: A Realm Reborn director Naoki Yoshida speaks candidly at GDC 2014 about how Square Enix stumbled when launching their second big MMORPG -- and how it found its footing.
Console/PC, Social/Online, Programming, Art, Design, Production, Business/Marketing, Video, Vault

Book extract: An Architectural Approach to Level Design 4
by Gamasutra Community [07.14.14]
"Architectural techniques and theories for level designers to use in their own work, practical elements of how designers construct space are addressed along with experiential elements of how and why humans interact with this space."
Console/PC, Art, Design

How to create a tablet UI that suits your game 4
by Gamasutra Community [07.14.14]
"Through this article we will be taking a look at how the UI evolved from a bunch of scribbles to a fully fleshed out interface that complemented our in-game art."
Smartphone/Tablet, Art

'How has the popularity of eSports affected how you make games?'  
by Christian Nutt [07.11.14]
With EVO going on this weekend, Gamasutra's staff began to wonder how the rise of professional, competitive play is affecting how developers make games -- so we asked.
Console/PC, Social/Online, Indie, Art, Design, Production, Business/Marketing

Video postmortem: Deconstructing the success of Puzzle & Dragons  
by Staff [07.11.14]
GungHo Online CEO Kazuki Morishita took the stage at GDC 2014 to give a polite, measured look back at how the game was designed to entice players while generating sustainable profit.
Smartphone/Tablet, Programming, Art, Design, Production, Video, Vault

Don't Miss: Let's revisit Final Fantasy X! Anyone? Exclusive 59
by Leigh Alexander [07.11.14]
Games remember who we were when we played them. Leigh Alexander revisits Final Fantasy X -- and puzzles over the lost heyday of big Japanese roleplaying games.
Console/PC, Art, Design, Exclusive

Creating Aztez's unique high-contrast look 9
by Gamasutra Community [07.11.14]
"We've had Aztez on the promotional tour for some time now, and we get these questions a LOT: Is Aztez 2D or 3D? How do you outline your assets in black? What shader are you using to create your look?"
Console/PC, Indie, Art

GDC Next debuts talks on Adrift and the value of failing fast  
by GDC Staff [07.10.14]
GDC organizers debut talks from industry veteran Laralyn McWilliams and Adr1ft developer Adam Orth for the future-focused GDC Next show, which will be held in Los Angeles this November.
Console/PC, Social/Online, Indie, Art, Design, Production, GDC Next

6 things I learned from indie development 11
by Gamasutra Community [07.10.14]
"In making Bain's Redemption, I came into the project as a programmer. Eventually, I found myself doing design, business, marketing, and even some art."
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Art and animation workflow on a 2D, casual mobile game 3
by Gamasutra Community [07.10.14]
An in-depth look at art and animation production -- from original pencils through to finished and launched app, from a small studio with a heavy 2D art focus.
Social/Online, Smartphone/Tablet, Indie, Art, Production

GDC Europe 2014 adds Below, Assassin's Creed talks  
by GDC Staff [07.10.14]
Designers from Capybara Games and Ubisoft join the lineup of speakers exploring the art and business of games at GDC Europe 2014 this August in Cologne.
Console/PC, Indie, Art, Design, Production, Business/Marketing, GDC Europe