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April 23, 2014
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April 23, 2014
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Updates » Art
GDC 2014: Our lecture recommendations for press  
by Simon Carless [03.14.14]
"Both for the benefit of press that might not have spotted them yet, and for those people who want to see some of the 'newsier' (and some of the worthwhile and less news-y) talks at the show."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Road to the Student IGF: John Gottschalk on Westerado  
by John Polson [03.13.14]
While still in school these students convinced Adult Swim Games to host their game, a Legend of Zelda meets Cowboyana Western adventure which emphasizes player agency and "gun-versations."
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Video, IGF

Blog: UI fixes to rescue your game from oblivion  
by Gamasutra Community [03.13.14]
How UI fixes can save a game: "We launched the new version and waited for the numbers to come and when they did, we couldnít believe it. Finally, the world understood."
Smartphone/Tablet, Indie, Art, Design

Road to the Student IGF: Mahdi Bahrami on Engare Exclusive 1
by John Polson [03.11.14]
"Engare," Persian for "incomplete pattern," is an upcoming experiment from Mahdi Bahrami, the creator of Bo and Farsh . At only 21, this is his third nod by the Independent Games Festival.
Console/PC, Indie, Art, Design, Exclusive, Video, IGF

The secret of immersive game worlds 68
by Gamasutra Community [03.10.14]
"What if we created game worlds that totally did not give a damn, worlds that didnít care about the player at all?" asks Adrien Chmielarz.
Console/PC, Art, Design

'What's the best game dev advice you've ever received?' Exclusive 24
by Kris Graft [03.07.14]
There's a lot of good advice out there about game development, and a lot of bad advice. Today, we took to Twitter to try to get a taste of both the best and the worst.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Postmortem: An iPad kids' game from Rare veterans - Jack and the Beanstalk 1
by Gamasutra Community [03.07.14]
Three Rare alumni gathered to create fairytale adventures for kids in the tablet space -- and this is the story of the development their most ambitious project yet.
Smartphone/Tablet, Indie, Programming, Art, Production, Business/Marketing

Pavilion: A gorgeous game pulled from the wreckage of a project gone awry Exclusive 4
by Mike Rose [03.07.14]
When Rickard Westman and Henrik Flink first decided to make a game together, it didn't go so well. Now the pair is turning heads with its game Pavilion, an experience pulled from that initial wreckage.
Console/PC, Indie, Art, Design, Exclusive

Game Animation Bootcamp: An expert roundtable Q&A Exclusive 5
by Mike Jungbluth [03.07.14]
The game animation experts behind GDC's Animation Bootcamp answer questions from the development community. Even if you don't work directly in animation, this is worth a read.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Exclusive

Upcoming exhibition to feature China's emerging indies Exclusive  
by Leigh Alexander [03.05.14]
What's China's indie game scene like? Bryan Ma is curating an exhibition of Chinese art games for Babycastles in New York City, and talks to Gamasutra about some unique challenges facing the nascent space.
Indie, Programming, Art, Design, Exclusive, China

Autodesk to shut down Softimage and ship final version next month 11
by Alex Wawro [03.04.14]
Autodesk announced today that it will cease updating its 3D modeling and animation utility Softimage in April. The final version, Softimage 2015, will reportedly ship around April 14.
Console/PC, Art, Production

Blog: Representation of women in Desktop Dungeons 12
by Gamasutra Community [03.04.14]
"Quite frankly, we wanted the women in DDís universe to be adventurers first and runway models second. This adjustment turned out to be startlingly non-trivial."
Console/PC, Indie, Art, Design

How many in-game characters are women? A glance at the stats 50
by Gamasutra Community [03.04.14]
Stats expert Dmitri Williams scrapes the data from video games to find out where the industry's baseline representation of female characters stands.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Business/Marketing

Into the Pixel opens up submissions for its latest exhibition  
by Christian Nutt [03.03.14]
Video game artists are invited to submit pieces to the exhibition, now in its 11th year, which showcases production and concept art at industry events.
Console/PC, Art

Heroes of Might & Magic III: Remembering its development, 15 years later 6
by Gamasutra Community [03.03.14]
"Most of all, Iím proudest of the wonderful team with whom I was privileged to work, many of whom I still remain in contact with fifteen years later."
Console/PC, Programming, Art, Design, Production, History

An F-Zero-inspired surprise from the co-founder of Arkedo 2
by Gamasutra Community [03.03.14]
IndieGames.com editor John Polson catches up with Arkedo co-founder Aurelien Regard to find out about his game The Next Penelope, a blend of retro game and TV references built in Construct 2.
Console/PC, Indie, Art, Design

User interface design in video games 4
by Gamasutra Community [02.28.14]
A thoughtful and practical guide to how console games build their UIs effectively: "User interface design in games differs from other UI design because it involves an additional element -- fiction."
Console/PC, Art, Design

Road to the IGF: Necrophone Games' Jazzpunk  
by Alex Wawro [02.28.14]
As part of our ongoing Road to the IGF series of interviews with finalists, we chat with Necrophone Games' Luis Hernandez about comedy in games and the bizarrely charming aesthetic of Jazzpunk.
Indie, Programming, Art, Audio, Design, Video, IGF

Crytek is giving away its new Renderdoc graphics debugger for free  
by Alex Wawro [02.27.14]
The free utility, which was created in conjunction with the development of multiple CryEngine titles, gives graphics programmers a new tool to capture and analyze buggy frames of Windows games.
Console/PC, Indie, Art, Production

Blog: Building a successful, collaborative outsourcing studio 2
by Gamasutra Community [02.27.14]
Paul Culp tells the story of building SuperGenius, and how he kept the company from being a cheap art outsourcer but instead a valued collaborator.
Console/PC, Indie, Art, Production, Business/Marketing