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November 30, 2015
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November 30, 2015
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Updates » Art
UK government launches £4 million Prototype Fund 3
by Chris Kerr [10.12.15]
The UK Government has launched the Video Games Prototype Fund, a £4 million funding pool that will help small developers find their feet and create promising prototypes.
Indie, Art

Architecture in video games: Designing for impact in The Witness 16
by Gamasutra Community [10.12.15]
Deanna Van Buren, the architect who collaborated with Jonathan Blow on The Witness, explains how her art could contribute to games that feel and look more real and compelling.
Console/PC, Indie, Art, Production

Composing the music for a game about a gladiator school  
by Gamasutra Community [10.12.15]
"We decided to write music that was culturally inspired by different geographical areas of the far reaching Roman Empire."
Indie, Art, Audio

Don't Miss: The neuroscience driving survival horror game design 15
by Maral Tajerian [10.09.15]
How do survival horror games work on our brains? Neuroscientist M. Tajerian unpacks the mechanisms behind the scares in Amnesia, Dead Space and Silent Hill in this classic 2012 feature.
Console/PC, Indie, Programming, Art, Audio, Design

Get a job: Hangar 13 is hiring an experienced Graphics Engineer  
by Staff [10.08.15]
Novato-based Hangar 13, the newest 2K Games studio, is looking for a seasoned graphics programmer to work alongside the team on Mafia III at its Novato, CA headquarters.
Console/PC, Programming, Art, Recruitment

Don't Miss: An inside look at how Valve developed Portal 8
by Staff [10.08.15]
Erik Wolpaw, Kim Swift & Jeep Barnett explain how and why Valve managed to create its seminal Portal puzzle game in this classic feature reprinted from a 2008 issue of Game Developer Magazine.
Console/PC, Programming, Art, Audio, Design, Production

Art Design Deep Dive: The hand-drawn art and animation of Jotun 3
by Jo-Anne Gauthier, Alexandre Boyer [10.07.15]
The art director and lead animator on Thunder Lotus Games' Jotun take a deep dive into the choices and challenges behind the game's unique art design and animation.
Console/PC, Indie, Art, Design, Deep Dive

What happened to PlayStation's first indie dev community? 9
by Dan Chamberlain [10.06.15]
‘Net Yaroze and the community around it was pretty much my whole life at the time,’ says Chris Chadwick, creator of the award winning Blitter Boy. ‘Sad, I know...but it was great!’
Console/PC, Indie, Programming, Art, Design, Production, History

Unity game engine animation 3
by Gamasutra Community [10.05.15]
"Most 3D animators tend to swear by their preferred tools of the trade. But when it comes to animating for games, an extra player is added to the mix: the game engine."
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Don't Miss: 5 tips for making great animations in 2D games 35
by Eric Caolli [10.02.15]
Want to create eye-catching sprites for your 2D game? In this classic 2012 feature, two animators who've worked on some vibrant 2D games offer five tips for stepping up your sprites.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art

Beneath the pixels: The art direction of Super Time Force 6
by Dan Vader, Mike Nguyen & Vic Nguyen [10.02.15]
A deep look at the decidedly non-retro pixel art direction for Capy Games' Super Time Force Ultra -- what it takes to make a "fever dream" of a 2D game on HD hardware.
Console/PC, Indie, Art, Video

Get a job: Ready At Dawn is hiring an experienced Concept Artist  
by Staff [10.01.15]
The makers of The Order: 1886 are after an experienced artist to work on creating concept art alongside the team at Ready At Dawn's Irvine, CA headquarters.
Console/PC, Art, Production, Recruitment

Don't Miss: The postmortem of Treyarch's Tony Hawk's Pro Skater  
by Jamie Fristrom [10.01.15]
Former Treyarch developer Jamie Fristrom opens up in this classic 2000 feature about the ups and downs of porting one of the most successful PlayStation games of 1999 to Sega's Dreamcast console.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

How devs deal with 4 problem areas in VR game design 1
by Bryant Francis [10.01.15]
Developers with Playful Corporation, Carbon Games, Minority Media, and Cloudhead Games tell us how they surmounted unexpected design difficulties in their VR game projects.
Console/PC, Indie, Art, Design, Production, VR

Get a job: Be a Lead Character Artist at Monolith Productions  
by Staff [09.30.15]
The folks responsible for making Middle-earth: Shadow of Mordor seek an artist to serve as a character design lead alongside the rest of the team at Monolith's Kirkland, Washington office.
Console/PC, Art, Recruitment

How Total War got stripped down and sped up for F2P Arena 2
by Phill Cameron [09.30.15]
We talk to Jan Van Der Crabben, Live Operations Manager on Total War: Arena, about how the military strategy franchise to slim down and speed up to meet the demands of free-to-play game design.
Console/PC, Art, Design, Production

Reminder: Submit talks now for the GDC 2016 Game Career Seminar!  
by Staff [09.30.15]
Got a great talk idea for the Game Career Seminar at GDC 2016? Now's the time to pitch it, because the deadline for GCS talk submissions is coming up fast: this Friday, October 2nd at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: The remarkable history of Tony Hawk's Pro Skater 10
by Matt Barton, Bill Loguidice [09.30.15]
In this classic feature authors Bill Loguidice and Matt Barton present an annotated history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

PSA: 2 days left to submit talks for the GDC 2016 Summits & VRDC!  
by Staff [09.30.15]
Heads up, prospective GDC 2016 speakers: Now is your chance to propose a talk for one of the first-class Summits or the new VRDC at GDC 2016! Do it before submissions close Friday, 10/2 at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, VR, GDC

Doing an HD remake the right way 16
by Gamasutra Community [09.29.15]
What happened to Final Fantasy V? Lars Doucet tackles upscaling 2D games: "In this article I'll share some of the artistic and technical lessons I've learned working on the Defender's Quest series."
Console/PC, Indie, Art