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Faithfully updating the art of a classic in Wonder Boy: The Dragon's Trap 2
by Joel Couture [05.02.17]
The graphics in the newly rereleased Wonder Boy: The Dragon’s Trap map perfectly to 1989's original Wonder Boy III: The Dragon's Trap. “I wanted to make the game as I saw it as a kid on my screen," says artist Ben Fiquet.
Console/PC, Indie, Art, Design, Production, Video

Video Game Deep Cuts: That Cute TOSE Burnout  
by Gamasutra Staff [05.01.17]
This week's longform article/video highlights include a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Conveying character via first-person animations in Overwatch  
by Staff [04.28.17]
At GDC 2017 Blizzard's Matthew Boehm breaks down how to convey a sense of character in a first-person game. It comes down to answering tricky questions like: How would McCree reload a revolver?
Console/PC, Social/Online, Art, Video, Vault

A closer look at the animation that moves Horizon Zero Dawn's robotic fauna 1
by Alissa McAloon [04.28.17]
Lead animator Richard Oud has assembled an animation reel featuring some of the 'Machines' he worked on during the six-year-long development of Horizon Zero Dawn.
Console/PC, Art, Production, Video

Get a job: Microsoft is hiring a Senior Technical Artist  
by Staff [04.27.17]
Microsoft's Xbox Design Studio is looking for an experienced Senior Technical Artist to join its Avatars Team in Redmond, Washington.
Social/Online, Programming, Art, Recruitment

Join us as we stream the original Morrowind today at 3 PM ET!  
by Alex Wawro [04.27.17]
Next week marks the 15th birthday of Bethesda Game Studios' sprawling odd-world RPG The Elder Scrolls III: Morrowind. To mark the occasion, we thought it might be fun to stream it for a bit.
Console/PC, Art, Design, Video

Blog: The making of Streams of Nurture - Part 1  
by Gamasutra Community [04.27.17]
A blog post detailing the pre-production phase of Streams of Nurture, a salmon aquaculture Ren'Py visual novel that I wrote, coded and designed throughout my senior year in college.
Art, Design, Production

It's time for animators to get more ambitious, says Wonder Boy dev
by Chris Kerr [04.27.17]
"Basically I would like to see better animation. Because most of the time, even in really big productions, you see animations you don't believe in."
Console/PC, Art, Video

Video: Rendering the striking visuals of Capybara's Below  
by Staff [04.26.17]
Capybara Games' Colin Weick speaks at GDC 2017 about the techniques used to achieve high visual fidelity in the context of the simplified yet dense aesthetic of the studio's upcoming roguelike Below.
Indie, Art, Design, Video, Vault

Video: Lessons learned in making Madden more visually accessible  
by Staff [04.25.17]
At GDC 2017, EA's Karen Stevens explains how the Madden dev team had come up with some novel solutions to make the game more visually accessible -- in many cases without modifying in-game assets.
Console/PC, Art, Design, Video, Vault

Get a job: Ninja Theory is hiring an FX Artist  
by Staff [04.25.17]
Ninja Theory is looking for an experienced FX Artist with a strong understanding of visual effects to join its team in Cambridge, England.
Art, Recruitment

Blog: Developing the visuals for Warhammer 40,000: Space Wolf 4
by Gamasutra Community [04.25.17]
In this article we talk about how we developed the visuals and characters seen in Warhammer 40,000: Space Wolf.
Art, Design

Everything creator David OReilly explains how artists can forge their own path
by Chris Kerr [04.24.17]
"Being able to have space to grow is important. And in practical terms that basically means having the space to do nothing other than play around."
Art, Design, Video

Video Game Deep Cuts: Deus Ex's China Lineage 1
by Gamasutra Staff [04.23.17]
This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

How the art of Guild Wars 2 is designed not to look dated over time 3
by Alex Wawro [04.21.17]
The style "never puts graphics before art," ArenaNet's Horia Dociu tells RPS. "The ideas and artistic creativity have to take lead if we don't want our game to look dated after many years."
Social/Online, Art

Video: Put a face on it! The aesthetics of cuteness in game design  
by Staff [04.21.17]
What's cute, and why should you care? Game dev Jenny Jiao Hsia (Beglitched) answers both those questions in a talk at GDC 2017 about the aesthetics of cuteness, and how they make games better.
Console/PC, Smartphone/Tablet, Indie, Art, Video, Vault

Making Horizon Zero Dawn's Machines feel like living creatures 4
by Willie Clark [04.21.17]
Horizon Zero Dawn's Machines are clearly automatons, with all their inner workings plainly visible. But they also also exhibit unmistakable animal-like behaviors and movements.
Console/PC, Art, Design, Video

Video: A postmortem look at the making of Spelunky HD  
by Staff [04.20.17]
At GDC 2011, Derek Yu and programmer Andy Hull talk about the process of revamping Spelunky for consoles, in the process shedding some light on how the procedurally-generated game is built.
Indie, Art, Design, Production, Video, Vault

Don't Miss: Designing for mystery in Kentucky Route Zero 1
by Staff [04.20.17]
Take a look back at this talk from Cardboard Computer's Jake Elliot about how and why the studio's development approach evolved to focus on creating mystery, rather than puzzles.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Steam games in China: Making the most of a lucrative opportunity 3
by Chris Priestman [04.20.17]
China is an enormous and potentially lucrative market on Steam. Here are some tips and insights that can help you to access this untapped audience.
Console/PC, Indie, Art, Audio, Design, Production, Business/Marketing