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May 2, 2016
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Updates » Art
Road to the IGF: Sam Barlow's Her Story Exclusive  
by Alex Wawro [02.17.16]
Developer Sam Barlow opens up about why the game was made and how he wound up using two dusty old VHS players to create one of the the IGF 2016's Grand Prize nominees.
Indie, Art, Audio, Design, Production, Exclusive, IGF

Hone your artistic vision at the GDC 2016 Art Direction Bootcamp 1
by Staff [02.17.16]
GDC 2016 organizers share a preview of the informative and intriguing sessions taking place during the day-long Art Direction Bootcamp which will help kick off the conference next month.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Art, Design, GDC

Find out how the world of The Witness was brought to life  
by Chris Kerr [02.16.16]
The Witness artist and indie developer Luis Antonio has started unravelling the mysteries of the game's design and art direction in an ongoing deep dive posted on his blog. 
Indie, Art, Production

How Subnautica plunges deeper into rendering realistic water 2
by Bo Moore [02.16.16]
'In the real world, it's actually pretty hard to see underwater,' says Max McGuire of Unknown Worlds Entertainment. 'There's a strong blue cast, and the sunlight doesn't penetrate very deeply.'
Console/PC, Indie, Programming, Art, Design, Production, Video

The 3 key elements of your game's look 6
by Gamasutra Community [02.12.16]
"Your game has to be instantly recognizable. It's very difficult to find a unique, intriguing style. So far, the best way I've found is to enhance the qualities unique to your game, through gameplay, but also through your art."
Indie, Art, Business/Marketing

GDC: See how DICE used photogrammetry to bring Star Wars Battlefront to life  
by Staff [02.12.16]
At GDC 2016 next month, EA DICE senior artists reveal how the studio used photography and photogrammetry techniques to create the striking visuals of Star Wars Battlefront.
Console/PC, Art, GDC

Get a job: The Workshop seeks a 3D Animator  
by Staff [02.11.16]
Game development house The Workshop seeks a talented artist, especially someone who has experience in character rigging, to join its animation team and work at its Marina Del Rey, CA studio.
Console/PC, Art, Recruitment

Road to the IGF: League of Geeks' Armello  
by Alex Wawro [02.11.16]
"Our initial pitch for the game was 'Kung Fu Panda crossed with Game of Thrones,'" says Ty Carey, League of Geeks cofounder and Armello art director.
Indie, Art, Design, IGF

Blog: A study of skin and hair options in character creators 8
by Gamasutra Community [02.11.16]
"The lack of variety is really infuriating, especially since you can SEE how much effort went into other parts of the game," one player says, of character creators.
Console/PC, Art

Slow Burn: Environment and mood in Firewatch  
by Katherine Cross [02.10.16]
Firewatch's environment presents players with a diverse palette of emotion suited to every mood. When it needs to be vast and hopeful, it is. When it needs to be claustrophobic and foreboding, it is.
Console/PC, Indie, Art, Audio, Design, Video

Road to the IGF: Learn more about the finalists -- and their games!  
by Staff [02.10.16]
From Darkest Dungeon to Oxenfree to Cibele to The Magic Circle, Gamasutra's Road to the IGF series of interviews with 2016 IGF award-nominated devs is a trove of insightful, charming game dev talk.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Road to the IGF: KO_OP's GNOG  
by Phill Cameron [02.10.16]
"Everything had shaders and lighting but it didn't quite look like what I wanted. So I tried to make it look as close as possible to my 2D art. That's where we decided to remove lighting."
Console/PC, Indie, Art, Design, Video, IGF

How Unravel's memorable protagonist Yarny was woven together  
by Chris Kerr [02.09.16]
"My design process became more about stopping iteration. It was about accepting Yarny was finished and resisting the urge to change it. It just felt wrong."
Console/PC, Art, Video

Road to the IGF: Garbos, Kvale and Nyström's Progress to 100  
by Phill Cameron [02.09.16]
"I completely stopped looking at an iPhone as a touch screen device and started looking at it as a magic little box full of possibilities."
Smartphone/Tablet, Indie, Art, Design, Production, Video, IGF

Writing Firewatch, and capturing the beauty of being alone  
by Roy Graham [02.09.16]
"People go to Wyoming because they’re captivated by the beauty and the aloneness. Growing up there creates a certain feeling inside you that you don’t really get rid of for the rest of your life."
Console/PC, Indie, Art, Design

Don't Miss: The art direction autopsy of Firaxis' XCOM  
by Staff [02.05.16]
At GDC 2013, XCOM: Enemy Unknown art director Greg Foertsch digs into the art design process of doing a big-budget remake of a seminal title like the original X-COM: UFO Defense.
Console/PC, Art

GDC 2016: See how the striking look of Mirror's Edge: Catalyst was achieved  
by Staff [02.05.16]
GDC is almost here, and organizers would like to let you know about a talk from EA DICE senior lighting artist Fabien Christin on how the studio is creating the unique look of Mirror's Edge: Catalyst.
Console/PC, Programming, Art, GDC

Get a job: Turbine seeks an Art Director  
by Staff [02.04.16]
Turbine is looking for someone with experience as an artist and an art director to take up the latter role again on the company's new Game of Thrones mobile game at its Needham, Massachusetts studio.
Smartphone/Tablet, Art, Recruitment

Road to the IGF: Night School Studio's Oxenfree  
by Bryant Francis [02.04.16]
Oxenfree's watercolor art style has earned it a nomination for the IGF Award in Excellence in Visual Art. Lead designer Sean Krankel explains how its visual design impacted gameplay.  
Art, Design, IGF

Get a job: Be a Senior 3D Environment Artist at The Workshop  
by Staff [02.03.16]
California studio The Workshop seeks a 3D artist with game industry experience (read: shipped games) to join its ranks and take a senior role on creating a variety of content using Maya and UE4.
Console/PC, Art, Recruitment