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August 1, 2015
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August 1, 2015
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Updates » Art
Don't Miss: Making Luigi's Mansion: Dark Moon the Nintendo way 7
by Christian Nutt [05.01.15]
In this classic interview, four developers of Luigi's Mansion: Dark Moon -- two from Vancouver-based Next Level Games, two from Nintendo -- discuss their collaborative game development process.
Console/PC, Art, Design, Production

Novelty out of nostalgia: Josh Sawyer on Pillars of Eternity Exclusive 1
by Phill Cameron [05.01.15]
We talk to Josh Sawyer about the difficulties and opportunities of recreating the feel and style of Baldur's Gate and Icewind Dale in Pillars of Eternity.
Console/PC, Indie, Art, Design, Production, Exclusive

Giving kids the feeling of feeding a real lion, with interactive video 3
by Gamasutra Community [04.29.15]
"Iím well aware that many interactive videos have been ghastly failures. But I suggest that Virry shows it is possible to do something worthwhile by adding interactivity to videos."
Smartphone/Tablet, Serious, Art, Design, Business/Marketing

Realtime deformable worlds: Why tetrahedra rule, voxels drool 3
by Gamasutra Community [04.28.15]
"The only regret I have is that I didn't know all this three years ago. It took a long time to look at approaches and figure out what the game needs."
Console/PC, Indie, Programming, Art

Video: Brian Moriarty's classic postmortem of Loom  
by Staff [04.27.15]
At GDC 2015 Loom creator Brian Moriarty delivered a Classic Game Postmortem on the game's intriguing development, its unique innovations and its lasting impact on the industry.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

How-to: Beautiful abstract graphics, really quick 3
by Gamasutra Community [04.27.15]
"A lot of praises has been made about the graphics in our Ludum Dare game Star Driller Ultra. How did we make such beautiful graphics in a short amount of time? Itís a lot easier than you think."
Console/PC, Indie, Art

Obituary: Artist Francis Tsai  
by Christian Nutt [04.24.15]
Artist who worked on games such as Myst III and the Tomb Raider franchise succumbs to ALS after a five-year struggle.
Console/PC, Art

Lasting connections: Enduring games, enduring relationships  
by Gamasutra Community [04.24.15]
"The game wants you to connect with the players around the table. That's why we gather for board games, right? These connections don't define us, but they are the finite moments of life."
Indie, Art, Design, History

No, MS-DOS games weren't widescreen: Tips on correcting aspect ratio 18
by Gamasutra Community [04.24.15]
"Let us all agree that next time we present a screenshot of game from the '80s and early '90s, we should at least keep 4:3 images as 4:3 images!"
Console/PC, Art, History

Don't Miss: The postmortem of Never Alone's cross-cultural design Exclusive 1
by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Video: Howard Scott Warshaw's classic postmortem of Yars' Revenge  
by Staff [04.22.15]
Game industry veteran Howard Scott Warshaw explains how he created the seminal Atari 2600 game Yars' Revenge and other important Atari titles -- including E.T. -- in this GDC 2015 talk.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Get a job: Retro Studios seeks a Concept Artist  
by Staff [04.21.15]
Nintendo-owned developer Retro Studios (Donkey Kong Country: Tropical Freeze) is looking to hire a concept artist to work alongside the art team in Retro's Austin, TX office.
Console/PC, Art, Recruitment

How to simulate a CRT, for indie games that really look retro 18
by Gamasutra Community [04.21.15]
Retro games were never as clear and clean as you'd think from playing today's modern indie games. This step-by-step how-to explains the whys and hows of making neo-retro look retro.
Console/PC, Indie, Programming, Art

Get a job: NetherRealm seeks an experienced Cinematic Artist  
by Staff [04.20.15]
The makers of Mortal Kombat X are looking for an experienced artist to join the team at NetherRealm's Chicago, IL studio to focus on creating in-game cinematics.
Console/PC, Art, Recruitment

Towerfall Ascension, and what character choices mean to players 9
by Christian Nutt [04.17.15]
A look at Towerfall Ascension's diverse but mechanically indistinguishable roster, and why player choice matters -- including some observations from developer Matt Thorson.
Console/PC, Indie, Art, Design

A Tale of Tales on the politics and interior design of Sunset  
by Konstantinos Dimopoulos [04.17.15]
Longtime indie developer Auriea Harvey speaks to our sister site IndieGames.com about the design, goals and politics of Tale of Tales' upcoming first-person game Sunset.
Console/PC, Indie, Art, Design, Production

Don't Miss: Riot's League of Legends postmortem 15
by Christian Nutt [04.15.15]
Leaders from the development team behind League Of Legends share what they learned from building and running their community-centric game during GDC 2011's Social & Online Games Summit.
Console/PC, Social/Online, Art, Design, Production, Business/Marketing

Get a job: Retro Studios is hiring a Concept Artist  
by Staff [04.14.15]
Nintendo-owned developer Retro Studios (Donkey Kong Country: Tropical Freeze) seeks to hire a concept artist to collaborate with the art team in Retro's Austin, TX office.
Console/PC, Art, Recruitment

Molleindustria's Pedercini appreciates the art history of games  
by Alex Wawro [04.14.15]
In a DiGRA keynote address, game maker, artist and educator Paolo Pedercini sheds light on how games were appreciated as artistic works long before anyone was talking about Roger Ebert or Bioshock.
Console/PC, Indie, Art

Get a job: NetherRealm is hiring a Senior Technical Artist  
by Staff [04.13.15]
The house responsible for Mortal Kombat seeks an experienced technical artist to join the team at its Chicago, IL studio and refine/redefine the studio's approach to creating assets for games.
Console/PC, Art, Recruitment