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Video Game Deep Cuts: Gnog Bunnies Love Snipperclips  
by Gamasutra Staff [05.22.17]
This week's best longread/standout articles & videos about games include Gnog's quirky gameplay, Second Life bunny tragedy, and Snipperclips' surprising third-party story, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Be a UI Artist at Telltale Games  
by Staff [05.19.17]
Minecraft: Story Mode dev Telltale Games in San Rafael, CA seeks a UI artist to design, create and implement user interfaces across multiple platforms and languages.
Console/PC, Art, Design, Recruitment

How Scanner Sombre immerses players in a pitch-black cave: sound and lasers 1
by Jack Yarwood [05.19.17]
Inspired in part by a Radiohead video, Scanner Sombre has players explore a cave using a LIDAR sensor . "My aim was to put the player in an environment that perhaps they'd never seen before.”
Console/PC, Indie, Art, Audio, Design, Video

Blog: Why retro games aren't just about pixel art 4
by Gamasutra Community [05.17.17]
One developer explains why retro games aren't just about pixel art, offering some tips on how you can achieve a low-poly art style in Unity.
Art, Design

Video: Building Beauclair for The Witcher 3's Blood and Wine DLC  
by Staff [05.15.17]
At GDC 2017 CD Projekt Red's Kacper Niepokolczycki breaks down the process of creating the digital city of Beauclair, capital city of The Witcher 3: Wild Hunt's Blood & Wine DLC.
Console/PC, Art, Design, Video, Vault

The 'unstructured, creative process' that brought Inside to life  
by Alissa McAloon [05.15.17]
Artist Jeremy Petreman dives into why Playdead favors creative flow over structured creation, and how that unique outlook informed the decisions behind Inside.
Console/PC, Indie, Art, Design, Production

Video Game Deep Cuts: Phoenix Point's Typeshift Prophet  
by Gamasutra Staff [05.14.17]
This week's Video Game Deep Cuts longform articles/videos include Julian Gollop on Phoenix Point, the making of Typeshift & the SteamProphet contest.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Telltale Games is hiring a UI Artist  
by Staff [05.12.17]
Telltale Games is looking for an UI Artist with an understanding of traditional graphic design, 3D modeling, animation, game design, and some programming to join its studio in San Rafael, CA.
Console/PC, Art, Recruitment

Get a job: Gameloft is hiring an FX Artist  
by Staff [05.11.17]
Gameloft is looking for a self-motivated FX Artist to work on mobile games as a member of its team in Montreal, Quebec.
Smartphone/Tablet, Art

Blog: Making game ready assets using photogrammetry
by Gamasutra Community [05.11.17]
I will be turning a European stone statue into a Middle-Eastern rock statue by extracting the textures from 3D scans and manipulating their properties, all while creating a game ready asset.
Art, Design

Get a job: Be a 3D Character Artist at Intrepid Studios  
by Staff [05.10.17]
Intrepid Studios is currently looking for an experienced 3D Artist with a focus on Character Art to join its San Diego, California-based development team.
Console/PC, Social/Online, Art, Recruitment

Blog: Building a better animation system in GameMaker Studio
by Gamasutra Community [05.10.17]
During the development of Kerfuffle I needed an animation system that would afford me much more control over animation timing, and triggering actions on specific frames. So I made one.
Art, Design

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