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February 14, 2016
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February 14, 2016
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Updates » Art
Road to the Student IGF: Beglitched  
by Chris Baker [02.02.16]
'I was immediately hooked on the idea of cyberpunk that wasn't dark, green, and gritty,' says Alec Thomson. 'Frank Lantz ultimately came up with the term cyberpink; blame him for that one.'
Console/PC, Indie, Art, Design, Production, Video, IGF

Video: Blizzard's art design principles for Hearthstone  
by Staff [02.01.16]
At†GDC 2014,†Blizzard's Ben Thompson explained†how a clear set of guiding principles, relentless iteration and a healthy dose of creativity fueled the art design of†Hearthstone.
Console/PC, Social/Online, Art, Design, Production, Video, Vault

Brutalist architecture in games 5
by Gamasutra Community [02.01.16]
"Often criticized as being crude, threatening, and lacking decoration or flair, it fits within both the aesthetics of video game art, and within the context of level design and play."
Console/PC, Indie, Art, Design

Capturing iconic look and sound in Star Wars: Battlefront  
by Chris Kerr [02.01.16]
"Film and games donít always play nice with each other," says design director Niklas Fegraeus. "Games require balance and fairness to be fun, but a film does away with that in order to create drama."
Console/PC, Art, Audio, Design

Get a job: Be an Environment Artist at Insomniac Games  
by Staff [01.29.16]
The studio behind Sunset Overdrive & Ratchet & Clank seeks an artist to work on modeling, texturing and laying out in-game environments at their studio in Burbank, California.
Console/PC, Art, Recruitment

5 tips for the Global Game Jam 1
by Gamasutra Community [01.29.16]
"During the past four years, I've served as a judge at various locations. Each year, I see teams running into the same problems, causing them to miss their objectives. So here are some tips to help you get around those blockers."
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Road to the IGF: Star Maid's Cibele  
by Chris Baker [01.28.16]
'It would be easy to make myself look cool in a game about myself, but that's not my goal,' says Nina Freeman. 'I want to be honest, which doesn't always make me look cool in the game story.'
Indie, Programming, Art, Audio, Design, Production, Video, IGF

Don't Miss: The Witness artist reminds us to keep it simple, stupid 8
by Alex Wawro [01.27.16]
"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 in this classic 2014 feature.
Console/PC, Indie, Art, Design

Tetsuya Mizuguchi revisits Rez in a Classic Game Postmortem at GDC 2016  
by Staff [01.27.16]
Tetsuya Mizuguchi, responsible for critically-acclaimed games like†Space Channel 5,†Lumines†and†Child of Eden†will be delivering a Classic Game Postmortem of his groundbreaking game†Rez†at GDC 2016!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Fireproof opens up in extensive behind the scenes look at The Room Three  
by Chris Kerr [01.27.16]
Fireproof Games has gone above and beyond to give fans and developers a behind the scenes look at its latest mobile puzzler, The Room Three.†
Smartphone/Tablet, Art, Production

Video: Creating fluid and powerful animations for Skullgirls 1
by Staff [01.26.16]
During the GDC 2014 Animation Bootcamp Skullgirls†lead animator†Mariel Cartwright breaks down how you can create powerful, fluid 2D animations good enough to pass muster in a fast-paced fighting game.
Console/PC, Indie, Art, Production, Video, Vault

Don't Miss: Jonathan Blow on the making of The Witness 13
by Lexi Pandell [01.26.16]
In this wide-ranging interview, Jonathan Blow discusses his design philosophy on The Witness, as well as the enormous personal investment of time (and money) that he's made in his new game.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Come to GDC for a postmortem look at the making of Alphabear  
by Staff [01.26.16]
David Edery, CEO of multifaceted development studio Spry Fox, will be delivering an earnest postmortem of the studio's popular mobile puzzle game†Alphabear at GDC 2016 in March.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: An architect discusses her work on The Witness 16
by Deanna Van Buren [01.25.16]
In this blog post, Deanna Van Buren of FOURM design studio discusses the role that architects and landscape architects played in creating the world of The Witness.
Console/PC, Indie, Art, Design

Get a job: Be a VFX Artist on Respawn's unannounced project  
by Staff [01.25.16]
The studio that built Titanfall is looking to hire visual effects artists to work on both Titanfall and the studio's new 3rd-person action-adventure game at its headquarters in Van Nuys, California.
Console/PC, Art, Recruitment

Don't Miss: The character design of Blade & Soul is all about flow 5
by Brandon Sheffield [01.25.16]
In this classic 2010 interview, conducted in his native Seoul, Korean game developer Hyung-Tae Kim discusses his process, his thoughts on anatomy and character, and his influences.
Console/PC, Social/Online, Art, Design

Dev think-tank looks to solve game design's 'toughest problems'  
by Chris Kerr [01.22.16]
Project Horseshoe, an invitation-only think-tank style conference that aims to address the challenges of modern game design, has published its official 2015 report.
Programming, Art, Design

Blog: Tying Dark Souls' concept art to its environmental design 1
by Gamasutra Community [01.22.16]
"Dark Souls has no map for us to consult, yet the general consensus seems to be that navigating Lordran on its own terms works anyway. What is this clarity, exactly?"
Console/PC, Art, Design

Get a job: Sony is hiring an Artist to make PlayStation VR games  
by Staff [01.20.16]
Want to work on PlayStation VR? Sony Computer Entertainment Europe is looking to hire experienced artists to work on PlayStation VR titles at its studio in Manchester, England.
VR, Art, Recruitment

Don't Miss: How Blizzard designed the immersive UI of Hearthstone 6
by Staff [01.20.16]
Hearthstone senior UI designer Derek Sakamoto breaks down Blizzard's approach to UI design at GDC 2015, in the process shedding light on how you can best craft a great UI for your own game.
Console/PC, Smartphone/Tablet, Art, Design