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Updates » Art
How can game music feel as meaningful as a live experience? Exclusive 5
by Leigh Alexander [03.27.13]
Games can do more with musical elements to prevent loss of intimacy that happens with looping tracks, argues Rich "Disasterpeace" Vreeland, who'd like more of live music's unpreditability in games.
Console/PC, Indie, Programming, Art, Design, Exclusive, GDC

FOX engine brings Kojima Productions one step closer to photo-reality 9
by Leigh Alexander [03.27.13]
At GDC 2013, Kojima Productions revealed Metal Gear Solid 5, showed off its photorealistic FOX engine, and confirmed a brand-new game development office in Los Angeles.
Console/PC, Programming, Art, Production, GDC

One Life Left returns for Official GDC Podcast 1
by Gamasutra Community [03.27.13]
Video game radio gurus One Life Left are in San Francisco this week, teaming up with Gamasutra for the Official GDC Podcast. Co-host Ann Scantlebury explains what's in store.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Spector: Games need to borrow from film less Exclusive 42
by Leigh Alexander [03.25.13]
Taking too many lessons from film and other media will only advance games so much, argues Warren Spector, outlining factors that set games apart -- and where film conventions are no longer serving us.
Console/PC, Indie, Programming, Art, Design, Exclusive, GDC

Lessons from The Unfinished Swan's unique development journey  
by Leigh Alexander [03.25.13]
Giant Sparrow creative director Ian Dallas shares what he learned in The Unfinished Swan's journey from USC student prototype to full-scale, 12-person PlayStation Network release.
Console/PC, Indie, Programming, Art, Design, Production, Student/Education, GDC

Building a UI for a hybrid-genre game 3
by Gamasutra Community [03.22.13]
When your game spans different genres, it's not easy to get players to grips with it. This blog post showcases how the developers of RPG/RTS/city builder Folk Tale tackled the task.
Smartphone/Tablet, Indie, Art, Design

Epic's boss on the future of engine tech GDMag Exclusive 16
by Staff [03.22.13]
In this Game Developer magazine interview, Epic founder Tim Sweeney discusses the present and future of 3D engines -- discussing what technologies will and won't make the cut.
Console/PC, GD Mag, Programming, Art, Production, GD Mag Exclusive

The intimacy of sound: Robin Arnott's mysterious SoundSelf Exclusive 4
by Leigh Alexander [03.22.13]
Sound designer Robin Arnott (Deep Sea, Antichamber) takes us on a fascinating personal journey to SoundSelf, which creates an auditory-visual experience using the player's own voice.
Console/PC, Indie, Programming, Art, Design, Exclusive

I hosted a six-week program to encourage women to make video games 44
by Gamasutra Community [03.21.13]
Game developer Tanya Short recounts the first ever Pixelles program in Montreal, a game incubator that aimed to increase diversity in game development by helping women make games from the ground up.
Console/PC, Indie, Programming, Art, Design, Recruitment

The true story of an art outsourcer 13
by Gamasutra Community [03.21.13]
What happens to a Filipino outsourcer when the dollar drops in value? This blog post shares the little-heard story of the art contractor on the other side of the globe.
Console/PC, Art, Business/Marketing

A euology for megatextures 10
by Gamasutra Community [03.21.13]
Id's technology promised to revolutionize the process of creating art -- and in this analysis, one developer examines whether it lived up to that claim, and whether it's really dead.
Console/PC, Art

Road to the IGF: The Fullbright Company's Gone Home Exclusive 1
by Leigh Alexander [03.20.13]
Our Road to the IGF interview series talks to The Fullbright Company's Steve Gaynor about Gone Home, a first person exploration game that's earned an Excellence in Narrative nomination.
Console/PC, Programming, Art, Design, Exclusive, Video, IGF

GDC 2013 adds Sega history, board game exhibits, with 24 hours to pre-register  
by GDC Staff [03.19.13]
With a Wednesday evening pre-reg deadline, GDC 2013 is highlighting a playable board game exhibit from video game designers, plus multiple game history exhibits spanning The Neverhood through classic Sega games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, GDC

What did we learn from EA's LGBT-friendly event? Exclusive 1
by Leigh Alexander [03.18.13]
There were a lot of takeaways from Electronic Arts' recent LGBT-friendly FullSpectrum event. Attendees discuss its successes and shortcomings, and what publishers should learn.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Design, Exclusive

Guild Wars 2, SimCity design lectures highlighted at GDC 2013 1
by GDC Staff [03.15.13]
GDC 2013 organizers are highlighting more top talks, including design lectures on Guild Wars 2 and SimCity, Brenda Romero's F2P "morning after," and panels on indie incubators and physical-digital game mixing.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, GDC

Road to the IGF: Tale of Tales' Bientot l'ete Exclusive  
by Leigh Alexander [03.14.13]
We talk to Tale of Tales about its Nuovo award-nominated Bientot l'ete, and how it aims to communicate the unwinnable nature of love and the raw ambivalence of meaningful human interaction.
Social/Online, Indie, Programming, Art, Design, Exclusive, IGF

$20K to be awarded in first ever game jam for cats 8
by Frank Cifaldi [03.14.13]
Friskies maker Purina is sponsoring what we're pretty sure is the first event of its kind: a game jam in which teams compete to make the best game (or app!) aimed at the growing feline population of game players.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production

First Unity 4 update brings iOS games to the TV 12
by Frank Cifaldi [03.14.13]
Version 4.1 of the popular Unity game engine was released Thursday which, among other enhancements, it introduces multiscreen AirPlay support, allowing iOS games to be played on a TV.
Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production

Get a job: Insomniac needs an in-house environment concept artist  
by Frank Cifaldi [03.13.13]
"We are looking to you to create images that solve visual problems and inspire production artists, and establish style and content guidelines for the art team. We are looking at you to help be the kickstarter of the process!"
Console/PC, Indie, Art, Recruitment

Road to the IGF: Lovers in a Dangerous Spacetime Exclusive 2
by Frank Cifaldi [03.13.13]
Developers Matt Hammill and Jamie Tucker tell us the history behind the frantic co-op space platformer/defense hybrid, which is nominated for an Excellence in Visual Arts award at the Independent Games Festival later this month.
Indie, Art, Design, Exclusive, Video, GDC, IGF