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February 14, 2016
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February 14, 2016
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Updates » Art
This Week in Video Game Blogging: Fallout 4 and assassin architecture  
by Critical Distance [12.01.15]
This week, our partnership with game criticism site Critical Distance brings us picks on topics ranging from environmental storytelling in Fallout 4 to connecting games to the art disciplines of brutalism and opera.
Console/PC, Art, Design

Video: Turning concepts into production art for Halo 2: Anniversary  
by Staff [11.30.15]
At GDC 2015 earlier this year, Certain Affinity's Michael Pavlovich explains how 3D concept models went from idea to in-game assets in a single day during development of Halo 2: Anniversary.
Console/PC, Art, Production, Video, Vault

UX comparison: Clash of Clans vs. Rival Kingdoms 7
by Gamasutra Community [11.30.15]
"I believe UX design in a product is a voice, that stands for the end user. It must identify pain points and cognitive friction which users might have experienced in the past in a similar product."
Smartphone/Tablet, Art, Design, Business/Marketing

Lucas Pope and the rise of the 1-bit 'dither-punk' aesthetic 5
by Richard Moss [11.30.15]
Lucas Pope is trying to capture the legibility and simplicity of great Mac games from the era of monochromatic '1-bit' Mac Plus games with Return of the Obra Dinn
Console/PC, Indie, Art, Design, History

Don't Miss: 20 fun facts about hex grids 29
by Gamasutra Community [11.27.15]
In this light-hearted 2014 post, a studio shares twenty "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production

Animating 3D character movement in Unity 3
by Gamasutra Community [11.27.15]
A post on using Unity and Mecanim to animate a character -- and getting it to look right -- within a 3D adventure game.
Console/PC, Indie, Programming, Art

Classic Postmortem: Ratchet & Clank GDMag Exclusive  
by Ted Price [11.27.15]
The PS2 platformer was released 12 years ago this month. Insomniac Games CEO Ted Price wrote this detailed postmortem of the game's development for Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Don't Miss: Avalanche's model for video game boat physics 16
by Jacques Kerner [11.26.15]
In this 2014 feature Avalanche senior coder Jacques Kerner (Just Cause 3) walks us through coding "a simplified model that captures the important features of a boat" in this meaty programming piece.
Console/PC, Programming, Art, Design, Production

Classic Postmortem: Star Wars Rogue Leader: Rogue Squadron II GDMag Exclusive  
by Thomas Engel [11.26.15]
Factor 5's arcade-style action game was release 14 years ago this month. Here's an in-depth postmortem that first appeared in Game Developer magazine.
Programming, Art, Design, Production, History, GD Mag Exclusive

Top designers share their personal techniques at GDC 2016  
by Staff [11.25.15]
As GDC 2016 approaches, organizers announce two new talks on game design and the importance of graphic design from veteran devs at studios like Ubisoft, Monolith, Insomniac and more.
Console/PC, Art, Design, GDC

Classic Postmortem: Myth: The Fallen Lords GDMag Exclusive  
by Jason Regier [11.25.15]
Bungie's Myth: The Fallen Lords was published 18 years ago today. Check out this in-depth postmortem of the real-time tactics title from Game Developer magazine.
Programming, Art, Design, Production, History, GD Mag Exclusive

Forget all the comparisons to cinema--games are more like operas 2
by Katherine Cross [11.23.15]
'Every time I see an opera I cannot help but think of video games, for they too necessarily combine many art forms'
Art, Design

Classic Postmortem: Star Wars Starfighter GDMag Exclusive  
by Chris Corry [11.23.15]
LucasArts' action-heavy space sim was released fourteen years ago. Here's an in-depth postmortem by the developers of the game that first appeared in Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Watch Oculus Connect 2 talks, including this one on the company's own demos  
by Christian Nutt [11.19.15]
Oculus has posted a wide swath of presentations from its September developer event on YouTube -- offering a variety of lessons for VR developers in the process.
VR, Art, Design, Video

Classic Postmortem: Uncharted: Drake's Fortune GDMag Exclusive 6
by Richard Lemarchand & Neil Druckmann [11.19.15]
Half-tucked hero Nathan Drake made his debut eight years ago today. Here's Naughty Dog's detailed postmortem that first ran in Game Developer magazine.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

How I reduced the .apk size of my Android game by 88% 8
by Gamasutra Community [11.19.15]
"Most advices are about packing your code using compressor/obfuscator programs. But the gains are really negligible. Then one thing caught my eye: using JPEG for textures."
Smartphone/Tablet, Programming, Art

Steal that look: Skylanders dev shares rendering tips at GDC 2016  
by Staff [11.19.15]
As GDC 2016 draws nigh organizers announce two new graphics talks: one on mixed resolution rendering in Skylanders, the other on how to best use a super-limited color palette (think: black, white and red.)
Console/PC, Indie, Programming, Art, Production, GDC

Get a job: Big Fish Games is hiring a UI Artist  
by Staff [11.18.15]
If you've got some experience designing and creating graphical user interfaces for games, Big Fish wants you (or someone like you) to join the team at its Seattle HQ to work on mobile game UI.
Smartphone/Tablet, Art, Recruitment

Classic Postmortem: Tomb Raider: Underworld GDMag Exclusive 12
by Eric Lindstrom [11.18.15]
The eighth installment in the Lara Croft franchise was released seven years ago today. Here's Eric Lindstrom's in-depth postmortem from Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

VR quick tip: Reticle positions 1
by Gamasutra Community [11.18.15]
"While developing Bazaar, we ran into issues debugging the reticle position -- the eye-shaped cursor in the center of the view that shows where the player is looking. Here’s a quick tip that helped us."
VR, Art