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July 27, 2016
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July 27, 2016
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Updates » Art
Inks turns pinball into a canvas for gorgeous abstract art 1
by Jennifer Allen [05.23.16]
“I wanted the levels to look like they could be printed and hung on the wall," says developer Luke Whittaker. "It’s basically about making a beautiful experience for people.”
Smartphone/Tablet, Indie, Art, Design, Video

Get a job: Psyonix is hiring a UI Artist to work on Rocket League  
by Staff [05.20.16]
Psyonix, the independent studio responsible for Rocket League, is looking for an experienced UI Artist to join the team working at its offices in San Diego, California.
Console/PC, Art, Recruitment

The challenge of creating a brand new brand in fantasy MMO Crowfall 7
by Gamasutra Community [05.20.16]
"Establishing a new game company and an intellectual property can be very challenging in today’s very saturated game market. This is the process we followed when creating the brand and identity for Crowfall."
Console/PC, Art, Business/Marketing

Get a job: Be a Cinematic Artist at Telltale Games  
by Staff [05.19.16]
Minecraft: Story Mode developer Telltale Games seeks a Cinematic Artist to work on games alongside the rest of the team at the company's San Rafael, CA headquarters.
Console/PC, Art, Recruitment

Reducing banding and dithering in in-game lighting 5
by Gamasutra Community [05.19.16]
A technical post on reducing lighting artifacts: "more samples are always better, but even at higher sample counts, dithering makes a huge improvement in quality."
Console/PC, Indie, Art

5 tips on making great DLC from Dying Light: The Following devs 1
by Techland staff [05.19.16]
The developers of the well-received expansion Dying Light: The Following share advice and lessons on the many different aspects of making great DLC.
Console/PC, Programming, Art, Design, Production, Business/Marketing, Video

Get a job: Thekla is seeking a 3D Artist/Animator  
by Staff [05.18.16]
"You should be someone who can work in interesting, creative styles, and have the imagination and self motivation to take an abstract mockup and turn it into something stunning and meaningful."
Console/PC, Art, Recruitment

Dynamic lighting in a top-down, 2D game  
by Gamasutra Community [05.17.16]
"Lighting a 2D scene using stencils is a bit counter intuitive and can get complex quickly, but the advantage is that you can apply different shadow information to different sprites."
Console/PC, Indie, Programming, Art

How The Climb helped Crytek get a firm handhold on VR 2
by Bryant Francis [05.17.16]
When you're creating a VR game about hanging by your fingertips from the side of a mountain, the protagonist's hands are essentially the star of the show. Nailing hand design was vitally important.
VR, Art, Design, Video

Don't Miss: Secret of Mana's enduring influence on game design 24
by Christian Nutt, Douglas Wilson [05.16.16]
What makes Secret of Mana for Super Nintendo so timeless? Back in 2013, Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discussed the topic on the week of the game's 20th anniversary.
Console/PC, Art, Design, Production

See where game graphics tech could go in this 2016 SIGGRAPH preview  
by Alex Wawro [05.16.16]
The annual SIGGRAPH computer graphics conference is nigh, and that means conference organizers have released a video preview of some of the technical papers that will be presented at SIGGRAPH 2016.
VR, Console/PC, Smartphone/Tablet, Programming, Art, Production, Video

Where do monsters come from? Getting monster design right 2
by Gamasutra Community [05.16.16]
"I found it interesting that even minor characters are the heroes of their own stories. Every monster is the hero of their own story."
Console/PC, Art, Design

Ratchet & Clank (2016) postmortem 3
by Shaun McCabe & Chad Dezern [05.16.16]
"We needed to make a big game that blew away our previous efforts. It needed to sync up with the just-getting-started film. And we needed to ship it in 10 months to line up with the movie release."
Console/PC, Programming, Art, Design, Production, Video

Making Civilization VI both playable and beautiful 3
by Christian Nutt [05.13.16]
Art director Brian Busatti explains what it takes to make the game look good but still let players see what they want to see.
Console/PC, Art

Get a job: Psyonix seeks a UI Artist  
by Staff [05.13.16]
The Rocket League studio is looking for a candidate that can create "elegant, immersive, and intuitive interfaces that can complement new and existing IPs."
Console/PC, Art, Recruitment

Don't miss: Animating four-legged beasts 8
by Cathy Feraday Miller [05.12.16]
"Animator Cathy Feraday Miller, who has worked on major feature films and video games, shares her techniques for animating quadrupeds in walk and run states."
Console/PC, Indie, Art

Maxing out miniatures: Making a successful tabletop adaptation 1
by Alan Bradley [05.12.16]
The secret to making a great videogame adaptation of a beloved tabletop franchise is knowing what elements to lose, what to keep, and what to dig even deeper into.
Console/PC, Art, Design, Video

Don't miss: How Game Freak designs Pokémon's iconic monsters 1
by Chris Kerr [05.10.16]
With Game Freak today lifting the lid on Pokémon Sun and Moon's starting trio, there's never been a better time to revisit this classic interview to learn how the series' iconic monsters are born.
Console/PC, Art, Production

Video: Creating an active cinematic experience in Uncharted 2  
by Staff [05.09.16]
This 2010 talk from Naughty Dog's Neil Druckmann and Bruce Straley, the pair explores how Naughty Dog used The Active Cinematic Experience to parallel gameplay and storytelling in Uncharted 2: Among Thieves.
Console/PC, Art, Design, Video, Vault

Daybreak Games opens up ninth G.I.R.L. scholarship  
by Christian Nutt [05.09.16]
$10,000 to be awarded for tuition and expenses to one winner of the scholarship -- along with an eight-week paid internship at Daybreak's San Diego studio.
Console/PC, Art, Student/Education