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July 25, 2016
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July 25, 2016
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Updates » Art
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

Get a job: Respawn seeks a Creature Concept Artist  
by Staff [04.06.16]
The house responsible for Titanfall is looking to hire an artist to create creature concept art alongside the team at Respawn's Chatsworth, CA studio working on a 3rd-person action-adventure game.
Console/PC, Art, Recruitment

Get a job: Sony seeks an experienced FX Artist  
by Staff [04.05.16]
Sony Bend Studio, known for Syphon Filter and Uncharted on Vita, is looking for an experienced FX artist to take a senior role on an unannounced AAA PlayStation 4 game at the studio's Bend, Oregon HQ.
Console/PC, Art, Recruitment

Video: Game industry all-stars reflect on 30 years of making games  
by Staff [04.05.16]
From Chris Crawford to Palmer Luckey, game industry luminaries reflect on how game development has changed in the past 30 years in this special "Flash Backward" at the 30th edition of GDC this year.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

GDC & VRDC 2016 talks are now available to watch on the GDC Vault!  
by Staff [04.05.16]
Game Developers Conference officials are happy to announce that the many talks and presentations delivered by game industry notables last month at GDC 2016 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC

Classic Postmortem: Gas Powered Games' Dungeon Siege GDMag Exclusive 3
by Bartosz Kijanka [04.05.16]
The PC RPG turns 14 today. Bartosz Kijanka of Gas Powered Games contributed this in-depth postmortem of Dungeon Siege to Game Developer magazine soon after its release.
Console/PC, Art, Design, Production, History, GD Mag Exclusive

Get a job: Twisted Pixel seeks an experienced Environment Artist  
by Staff [04.04.16]
'Splosion Man creator Twisted Pixel Games is looking to hire someone who can turn 2D concepts into 3D models and environments to work as a senior environment artist at its Austin-based studio.
Console/PC, Art, Recruitment

Reminder: GDC Europe 2016 call for talks closes on Friday!  
by Staff [03.31.16]
Just a quick reminder that the call for submissions to present lectures and panel sessions at the Game Developers Conference Europe in August ends tomorrow: Friday, April 1st, at 11:59 PM Pacific.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Adding visual variety using a few Photoshop-like tricks 6
by Gamasutra Community [03.31.16]
"We needed to add some variety to the scene to make it more appealing for the players, but creating several scenarios wasn’t a good option for us. We are only 2 people doing the game."
Console/PC, Smartphone/Tablet, Indie, Art

Perceiving without looking: Designing HUDs for peripheral vision 10
by Gamasutra Community [03.30.16]
Practical considerations with examples: "To achieve this, UI elements would benefit from being big, stark, and obvious, and convey information through variations in brightness rather than color."
Console/PC, Art, Design