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April 17, 2014
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April 17, 2014
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Updates » Art
Get a job: Amazon Game Studios seeks a Senior Graphics Developer  
by Staff [02.19.14]
Amazon is looking to hire an experienced developer to work on graphics engine technology alongside artists and designers at the Amazon Game Studios office in Seattle, WA.
Console/PC, Art, Recruitment

GDC 2014 Visual Arts talks feature Destiny, Bioshock Infinite and more  
by GDC Staff [02.19.14]
GDC organizers highlight a few noteworthy Visual Arts track talks, including a behind-the-scenes look at how Bungie animatesDestiny, a session on how the lifelike movements of Bioshock Infinite's Elizabeth were crafted, and more.
Console/PC, Social/Online, Smartphone/Tablet, Art, GDC

Irrational Games, journalism, and airing dirty laundry Exclusive 88
by Leigh Alexander [02.19.14]
Gamasutra's Leigh Alexander looks back a few years to put the impending closure of Irrational Games into better context, from a game industry and journalism vantage point.
Console/PC, Programming, Art, Design, Production, Business/Marketing, Exclusive

GDC State of the Industry: PS4 leads console interest, self-funding reigns  
by GDC Staff [02.18.14]
A new Game Developers Conference survey shows developers have a preference for PlayStation 4 development when it comes to consoles, and a changing relationship with game publishers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

With new perspective on life and games, Cliff Bleszinski plots next move 19
by Leigh Alexander [02.18.14]
"You spend those first 18 years struggling to grow up, and then the next 18 years struggling to get back." Leigh Alexander talks to a man who wants to be known for more than chainsaw-equipped assault rifles.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing

The glitched-out, gorgeous art of Deios Exclusive 7
by Mike Rose [02.17.14]
At the start of 2013, Australian developer Joe Dowsett was working on Deios, and he was finding the art style quite the sticking point. Now image-corruption is his friend.
Console/PC, Indie, Art, Design, Exclusive, Video

Illustrators: Four things your indie coder wants you to know about game art 6
by Gamasutra Community [02.14.14]
A primer for artists -- addressing "the difficulties that visual creatives have when they’re forced to operate in the weird and wondrous framework of a programmer’s code base."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art

Nuclear war game First Strike a dose of fun (and bleakness) Exclusive 1
by Mike Rose [02.13.14]
Blindflug Studios is looking to exploit the fast-paced, real-time strategy gap in the mobile market, with the launch of First Strike next month.
Smartphone/Tablet, Art, Design, Business/Marketing, Exclusive

Creating beautiful textureless 3D art in Unity 8
by Gamasutra Community [02.11.14]
"In essence the style is very, very simple. There is nothing new here for most game artists. But combining these ingredients can lead to striking result when you remove the texturing from the process."
Console/PC, Smartphone/Tablet, Indie, Art

Learn more about this year's GDC Animation Bootcamp sessions  
by Gamasutra Community [02.10.14]
GDC Animation Bootcamp organizer Mike Jungbluth has gathered together the presenters, who come from Bungie to Battlefield and beyond, into one podcast -- and you can listen now.
Console/PC, Indie, Art, GDC

'Beating' games around the world Exclusive 36
by Leigh Alexander [02.10.14]
Turns out "beating" games is a mostly a North American phrasing. Leigh Alexander wondered what that said about us -- and ended up learning a fascinating variety of global phrases for finishing games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive

Road to the IGF: Klei Entertainment's Don't Starve Exclusive 3
by Alex Wawro [02.10.14]
Continuing Gamasutra's Road to the IGF series of interviews with nominees, we talk to Klei's Kevin Forbes about Don't Starve, a procedurally-generated survival game with permadeath and a Gorey-inspired art style.
Console/PC, Indie, Art, Design, Exclusive, Video, IGF

Catlateral Damage: Creating rooms for cats to play in  
by Gamasutra Community [02.10.14]
"Rather than create new rooms from scratch, tweak them, and create new UVs and textures each time, I created several simple wall pieces that can be used like LEGO pieces over and over."
Console/PC, Indie, Art, Design, Production

Beyond the finalists: IGF 2014 Best In Visual Art jury picks 1
by Alex Wawro [02.07.14]
We highlight the IGF 2014 entrants that earned at least one vote for the Excellence in Visual Art award from IGF jurors, but didn't reach the critical mass of votes to become a finalist.
Console/PC, Indie, Art, IGF

For a generation, Nintendo's business is personal Exclusive 27
by Leigh Alexander [02.07.14]
In the wake of Nintendo's recent financial shortfalls and the wave of opinions about what Nintendo must do to fix its problems, Leigh Alexander examines why we're so invested in this company.
Console/PC, Programming, Art, Design, Exclusive

Optimization tips and tricks for ShiVa 2
by Gamasutra Community [02.07.14]
Getting a game running smoothly on a low-powered device can be a challenge. This post covers one developer's ShiVA workflow, showcasing how he crunched polys and got his game running fast.
Indie, Programming, Art, Production

GDC 2014 adds talks on Plants vs. Zombies 2, Forza 5  
by GDC Staff [02.07.14]
This year's GDC talks include a behind-the-scenes at the art design of Plants vs. Zombies 2, a discussion of how Turn 10 accurately modeled real cars in Forza Motorsport 5, and more.
Console/PC, Art, Design, Production, GDC

Rigging and animating on the cheap (and easy) 10
by Gamasutra Community [02.06.14]
"We've built an animation pipeline that minimizes the time spent rigging 3D characters, shares a single character rig across a number of characters, and shares animations across those characters."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art

Road to the IGF: Simogo's DEVICE 6 Exclusive  
by Leigh Alexander [02.05.14]
Continuing Gamasutra's Road to the IGF series of interviews with nominated developers, we talk to Simogo's Simon Flesser about DEVICE 6, a stylish and surreal narrative-driven iOS puzzle game.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, Mobile Games, IGF

Solving 2.5D rendering challenges in Lovers in a Dangerous Spacetime 4
by Gamasutra Community [02.05.14]
A technique for 2.5D rendering in Unity: "Our solution was simple. In Maya, we would combine all the quads into a single mesh and that would solve all of our problems."
Console/PC, Indie, Programming, Art, Production