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June 27, 2016
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June 27, 2016
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Updates » Art
The importance of UX in editors and tools 4
by Gamasutra Community [05.04.16]
"I'm not advocating everyone to use BSP/CSG. I am advocating everyone to critically look at their editors & tools, and see how they can improve from a UX & UI perspective."
Console/PC, Art, Production

Don't Miss: Harvey Smith and Raphael Colantonio on creating Dishonored 8
by Christian Nutt [05.03.16]
With work on the sequel continuing apace, take a minute to look back at this classic interview with the creative team behind Dishonored and learn about where (and why) the game's design took shape.
Console/PC, Art, Design, Production

Get a job: Be a UI Artist on Rocket League  
by Staff [04.29.16]
Psyonix, the independent developer behind Rocket League, is looking for a highly skilled UI Artist to join the team working at its offices in San Diego, California.
Console/PC, Indie, Art, Recruitment

Video: Designing without a pitch - The FTL postmortem 1
by Staff [04.29.16]
FTL devs Matthew Davis and Justin Ma speak frankly at GDC 2013 about how and why they frequently altered or abandoned aspects of the game's design as they developed it to evoke a specific feeling.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Creating the paper-craft art style of Book of Demons 1
by Gamasutra Community [04.29.16]
"We put a lot of effort into making everything the way it looks now and the road to getting here was a really bumpy one. Hope you will enjoy the story of how it all came to life."
Console/PC, Art

Get a job: Disruptor Beam seeks a Cinematic Artist  
by Staff [04.28.16]
Boston-based game studio Disruptor Beam is hiring an experienced artist to do cinematic production work that includes concept development, editing, trailer creation and animation video work.
Social/Online, Smartphone/Tablet, Art, Recruitment

Video: Tetsuya Mizuguchi takes a postmortem look at the making of Rez  
by Staff [04.27.16]
At GDC 2016, Rez producer and progenitor Tetsuya Mizuguchi takes to the stage to recount the inspirations and influences that drove the landmark game's design.
VR, Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

The birth of Ico, and Fumito Ueda's visionary style  
by Christian Nutt [04.26.16]
"What I wanted to do was something very stylish, and very playable. As for the beautiful graphics and such, I guess you could just call that an unconscious habit on my part."
Console/PC, Art

Postmortem: Stardock and Oxide Games' Ashes of the Singularity 6
by Brad Wardell [04.26.16]
What went right, and wrong, with Stardock's recently-published RTS Ashes of the Singularity? Studio chief Brad Wardell breaks down the ups and downs, and reflects on the value of game postmortems.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Setting the tone: Main menus are the game 1
by Gamasutra Community [04.25.16]
"I know this is an odd thing to say as most articles talk about tone setting with lighting, audio and other key elements. However one element not many designers take advantage of and really think about is the menu!"
Console/PC, Art

Get a job: Be a Cinematic Artist at Telltale Games  
by Staff [04.22.16]
The studio best known for The Walking Dead 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

How to leverage custom shaders in your game  
by Gamasutra Community [04.20.16]
"How do you take your game to the next level of visual appeal and make it more engaging and delightful? Creating a custom shader could be extremely helpful here."
Indie, Programming, Art

Get a job: Respawn is hiring a Vehicle and Weapons Concept Artist  
by Staff [04.19.16]
The studio making Titanfall 2 is looking to hire an artist to visualize vehicle and weapon concepts alongside the team at Respawn's Chatsworth, CA studio.
Console/PC, Art, Recruitment

The importance of presentation in games and how to strengthen it 4
by Gamasutra Community [04.19.16]
"Perhaps the biggest boon video games have as an interactive medium is that they are capable of utilizing their numerous components to craft a multilayered experience that enraptures players and holds their attention in the long run."
Console/PC, Smartphone/Tablet, Indie, Art, Design, Business/Marketing

Video: A postmortem look at the making of Alphabear  
by Staff [04.18.16]
"We said fuck it, third time's the charm," said Spry Fox CEO David Edery at GDC 2016 in a frank postmortem about how the studio (eventually) found success with a word puzzle game featuring cute bears.
Smartphone/Tablet, Programming, Art, Audio, Design, Business/Marketing, Video, Vault

Next-level 2D lighting 1
by Gamasutra Community [04.18.16]
"The progress of my research in interactive Global Illumination (GI) for two-dimensional (2D) games will be discussed, and one particular method will be explained namely, Signed Distance Fields (SDF)."
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [04.15.16]
As a new Doom game draws nigh, watch original designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Sony is hiring an experienced UI Artist  
by Staff [04.15.16]
Sony Bend, the studio best known for working on the Syphon Filter games and Uncharted: Golden Abyss, seeks a senior UI artist to work on a new PlayStation 4 project in Bend, Oregon.
Console/PC, Art, Recruitment

Registration is now open for GDC Europe 2016!  
by Staff [04.14.16]
Game makers, take note: You can now register early at a discounted rate to attend this year's GDC Europe, which will once again be held in Cologne, Germany August 15th and 16th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Blog: Why teaching about visual design will help character artists  
by Gamasutra Community [04.14.16]
"If master digital sculptors would mentally synthesize their knowledge about what is driving their designs, in incremental steps, then their preferred visual language would be established as a set of rules."
Console/PC, Art