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May 27, 2017
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Blog: Creating the audiovisuals in Streams of Nurture
by Gamasutra Community [05.09.17]
A blog post detailing the audiovisual development process of Streams of Nurture, a salmon aquaculture (fish farming) Ren'Py visual novel that I wrote, coded and designed throughout my senior year.
Art, Audio, Design

Using costume design to create cohesive worlds and compelling characters  
by Chris Kerr [05.09.17]
"A good costume language is going to help you so much. It'll help you with characterisation, and it'll make it quicker and easier to come up with new designs for secondary or background characters."
Art, Design

7 classic RPGs that inspired Cosmic Star Heroine 4
by Joel Couture [05.09.17]
Gamasutra talks to Robert Boyd and William Stiernberg of Zeboyd games about the different RPGs that inspired their new game Cosmic Star Heroine.
Console/PC, Indie, Art, Design, Video

Video Game Deep Cuts: A Raw Data Scanner NESticle  
by Gamasutra Staff [05.07.17]
This week's highlights include videos on the making of Raw Data & the surprise debut of Scanner Sombre, plus the history of seminal NES emulator NESticle.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Tom Hall: 5 key design lessons I learned directing Wolfenstein 3D 3
by Jon Irwin [05.05.17]
Happy 25th birthday B. J. Blazkowicz! iD co-founder Tom Hall, who directed Wolfenstein 3D, shares 5 crucial lessons of game design he learned from making that game that he still uses to this day.
Console/PC, Programming, Art, Design, Production, History

Designing Prey's sci-fi space station to be like a 'mega-dungeon'  
by Roy Graham [05.04.17]
“We wanted to have one big mega-dungeon, but in space, with lots of immersive, simulation-based systems,” says lead designer Ricardo Bare.
Console/PC, Art, Design, Video

Video: Style through economy -- a game dev guide to low-poly modeling  
by Staff [05.03.17]
Low-poly 3D is more than just a time-saver: At GDC 2017, game developer and artist Ethan Redd shares tips and advice on crafting a visually striking low-poly game.
Console/PC, Indie, Art, Video, Vault

Postmortem: Thomas Brush's Pinstripe 14
by Thomas Brush [05.03.17]
After five years of scoring, illustrating, designing, and developing Pinstripe, my game about Hell, I'm left with a strange pit in my stomach, and a lot of questions.
Console/PC, Indie, Art, Audio, Design, Video

Faithfully updating the art of a classic in Wonder Boy: The Dragon's Trap 2
by Joel Couture [05.02.17]
The graphics in the newly rereleased Wonder Boy: The Dragon’s Trap map perfectly to 1989's original Wonder Boy III: The Dragon's Trap. “I wanted to make the game as I saw it as a kid on my screen," says artist Ben Fiquet.
Console/PC, Indie, Art, Design, Production, Video

Video Game Deep Cuts: That Cute TOSE Burnout  
by Gamasutra Staff [05.01.17]
This week's longform article/video highlights include a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Conveying character via first-person animations in Overwatch  
by Staff [04.28.17]
At GDC 2017 Blizzard's Matthew Boehm breaks down how to convey a sense of character in a first-person game. It comes down to answering tricky questions like: How would McCree reload a revolver?
Console/PC, Social/Online, Art, Video, Vault

A closer look at the animation that moves Horizon Zero Dawn's robotic fauna 1
by Alissa McAloon [04.28.17]
Lead animator Richard Oud has assembled an animation reel featuring some of the 'Machines' he worked on during the six-year-long development of Horizon Zero Dawn.
Console/PC, Art, Production, Video

Get a job: Microsoft is hiring a Senior Technical Artist  
by Staff [04.27.17]
Microsoft's Xbox Design Studio is looking for an experienced Senior Technical Artist to join its Avatars Team in Redmond, Washington.
Social/Online, Programming, Art, Recruitment

Join us as we stream the original Morrowind today at 3 PM ET!  
by Alex Wawro [04.27.17]
Next week marks the 15th birthday of Bethesda Game Studios' sprawling odd-world RPG The Elder Scrolls III: Morrowind. To mark the occasion, we thought it might be fun to stream it for a bit.
Console/PC, Art, Design, Video

Blog: The making of Streams of Nurture - Part 1  
by Gamasutra Community [04.27.17]
A blog post detailing the pre-production phase of Streams of Nurture, a salmon aquaculture Ren'Py visual novel that I wrote, coded and designed throughout my senior year in college.
Art, Design, Production

It's time for animators to get more ambitious, says Wonder Boy dev
by Chris Kerr [04.27.17]
"Basically I would like to see better animation. Because most of the time, even in really big productions, you see animations you don't believe in."
Console/PC, Art, Video

Video: Rendering the striking visuals of Capybara's Below  
by Staff [04.26.17]
Capybara Games' Colin Weick speaks at GDC 2017 about the techniques used to achieve high visual fidelity in the context of the simplified yet dense aesthetic of the studio's upcoming roguelike Below.
Indie, Art, Design, Video, Vault

Video: Lessons learned in making Madden more visually accessible  
by Staff [04.25.17]
At GDC 2017, EA's Karen Stevens explains how the Madden dev team had come up with some novel solutions to make the game more visually accessible -- in many cases without modifying in-game assets.
Console/PC, Art, Design, Video, Vault

Get a job: Ninja Theory is hiring an FX Artist  
by Staff [04.25.17]
Ninja Theory is looking for an experienced FX Artist with a strong understanding of visual effects to join its team in Cambridge, England.
Art, Recruitment

Blog: Developing the visuals for Warhammer 40,000: Space Wolf 4
by Gamasutra Community [04.25.17]
In this article we talk about how we developed the visuals and characters seen in Warhammer 40,000: Space Wolf.
Art, Design