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April 19, 2015
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Updates » Art
Squeezing more juice out of your game 3
by Gamasutra Community [04.02.15]
"There is a part of game feel that is amusing to work on, and that yields great results as soon as your core gameplay is rock solid. This is what, since the rise of casual gaming, we call game juice."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design

Video: Warren Robinett's postmortem of his classic game Adventure 3
by Staff [04.01.15]
Veteran game maker Warren Robinett takes the stage at GDC 2015 to deliver a thorough, engaging postmortem on the creation of his hit 1979 game Adventure for the Atari 2600 console.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Get a job: ArenaNet seeks a contract Character Artist  
by Staff [04.01.15]
The folks who brought you Guild Wars 2 are looking for a full-time character artist to work as a contractor on character models alongside the team in ArenaNet's Bellevue, WA studio.
Console/PC, Art, Recruitment

Get a job: Disruptor Beam seeks a Lead 3D Artist  
by Staff [03.31.15]
Boston-based developer Disruptor Beam is looking to bring on an experienced 3D artist who can take the reins on creating content for games based on the Star Trek and Game of Thrones franchises.
Social/Online, Art, Recruitment

Remaking Gabriel Knight: A 20th-anniversary postmortem  
by Katie Hallahan [03.31.15]
This in-depth postmortem tackles the new remake of Gabriel Knight: "we wanted to make sure we did it right -- that this game got the love, attention and hard work it richly deserved."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Call for Blogs: MOBAs, from design to business, and onward 5
by Christian Nutt [03.30.15]
The MOBA genre has blossomed into forms both PC and mobile, and influenced the design of other genres -- and their business models. We want to know how and why.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How to create immersive game intros 5
by Gamasutra Community [03.30.15]
"There are two critical parts of any creation that leave a trail in the viewer’s mind: the introduction and the conclusion. In the case of a game, the first impression is even more important."
Console/PC, Indie, Art

One Life Left vs. Gamasutra GDC Podcast #4: Who in the world is 'Richard Lemarchand'?  
by Staff [03.27.15]
Relive GDC 2015 through the magic of podcasting! Special guests include IGDA's Kate Edwards, Harmonix creative director Matt Boch, and an impromptu appearance by a man named Richard Lemarchand.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, GDC

10 can't-miss video postmortems from the GDC Vault  
by Alex Wawro [03.27.15]
From Steamworld Dig to Shenmue, this collection of video postmortems covers a variety of games. What they have in common is that they're free to watch, and can't-miss viewing.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Vault

User experience insights: Criminal Case 4
by Gamasutra Community [03.26.15]
How could the popular casual title's UX be improved? This post by a Gameloft UX designer takes a critical look at the hit, and offers suggestions for making it better.
Social/Online, Smartphone/Tablet, Art, Design

Get a job: Red 5 Studios seeks an Art Director  
by Staff [03.24.15]
Are you an experienced artist looking to take on a lead role? Firefall developer Red 5 Studios is on the hunt for a new art director at the studios' Irvine, CA offices.
Console/PC, Art, Recruitment

Postmortem: Petroglyph's Grey Goo - getting back to the roots of RTS 5
by Ted Morris [03.23.15]
Grey Goo executive producer Ted Morris recounts Petroglyp's experiences, both positive and negative, as they sought to make a classic RTS game for the modern marketplace.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Tips for using pre-visualisations in game development  
by Gamasutra Community [03.20.15]
"Pre-vis lets us plan ahead of time these elements which makes people want to cycle through game modes, or watch that trailer a second time."
Console/PC, Smartphone/Tablet, Indie, Art

Get a job: Digital Extremes is hiring an Effects Artist 1
by Staff [03.19.15]
Based out of Canada, the house responsible for Warframe is looking for an experienced visual effects artist to work on upcoming projects alongside the team in its London, Ontario studio.
Console/PC, Art, Recruitment

Don't Miss: Game developer flashcards from Gamasutra readers 8
by Gamasutra Community [03.18.15]
Developers from across Gamasutra's community contributed to this timeless, quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Starting From Scratch: Haemimont Games' Tropico 5 postmortem 2
by Boian Spasov [03.17.15]
Tropico 5 lead designer Boian Spasov runs down what went right -- and what went wrong -- during development of a fresh installment in a long-running city-builder/political sim game.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

10 seminal game postmortems every developer should read Exclusive 3
by Alex Wawro [03.13.15]
A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

Don't Miss: Valve's design process for creating Half-Life 12
by Ken Birdwell [03.13.15]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Console/PC, Programming, Art, Audio, Design, Production

How to reduce visual confusion in your game 8
by Gamasutra Community [03.13.15]
"Are players missing important gameplay elements on screen? Do they not see enemies until it's too late? Here’s a technique to help make your game's visuals easier to understand for the player."
Console/PC, Indie, Art

What's in an 'icon'? The secrets of character design 6
by Gamasutra Community [03.13.15]
From Pac-Man to Kratos to Freddy Fazbear, iconic characters have driven the game industry forward. Here's a breakdown of what goes into their designs.
Console/PC, Smartphone/Tablet, Indie, Art