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July 31, 2016
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July 31, 2016
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Updates » 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

Video: The psychology of doing VR game design right  
by Staff [04.13.16]
Game dev and cognitive scientist Kimberly Voll takes the stage at GDC 2016 to share what game designers need to know about the brain in order to create VR games that feel truly immersive.
VR, Art, Audio, Design, Video, Vault

Rubber bands and chewing gum: How practical effects shaped Doom 1
by Chris Kerr [04.13.16]
"It was what I like to call a little bit rubber band and chewing gum effects. The spider creature was made out of parts I had literally just found at hardware and hobby stores, pieces of tupperware and PVC pipes."
Console/PC, Art, Design

Animating Cuphead: The verve of the 1930s with the tech of now 1
by Christian Nutt [04.12.16]
"What’s beautiful about music is that real instruments still prevail. ... Whereas on the animation side of things... [2D animation is] not dying, but it’s definitely being pushed away as a real medium."
Console/PC, Indie, Art

Postmortem: Bringing Camouflaj's République to PlayStation 4  
by Paul Alexander [04.12.16]
The curious story of how Camouflaj's episodic game République made its way from iOS in 2013 to Steam and then onto PlayStation 4 involves an engine overhaul, a port house and a tricky overseas deal.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Backflip Studios is hiring a 2D Artist  
by Staff [04.11.16]
Hasbro-owned DragonVale developer Backflip is looking for a talented 2D illustrator with 3D modeling experience to join the team making games at its office in Boulder, Colorado.
Console/PC, Art, Recruitment

Don't Miss: Insomniac's postmortem of the original Ratchet & Clank 2
by Ted Price [04.11.16]
'We called the concept "I5" (for Insomniac game #5), and the main character was a human girl with a staff,' writes Insomniac's Ted Price in a classic postmortem of the studio's first Ratchet & Clank.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Telltale Games is hiring an experienced UI Artist  
by Staff [04.08.16]
The Walking Dead developer Telltale Games seeks a Senior UI Artist to work on games alongside the rest of the team at the company's San Rafael, CA headquarters.
Console/PC, Art, Recruitment

Troubleshooting in-game visuals with physically-based rendering  
by Gamasutra Community [04.08.16]
"If lighting does not behave as expected in a scene, artists usually assume that the lighting is the source of the problem. Yet the problem is more regularly with the initial material and texture set-up."
Console/PC, Art