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January 18, 2017
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Updates » Art
Don't Miss: Have @ You! The history of Rogue 24
by Matt Barton, Bill Loguidice [09.14.16]
Gamasutra contributors investigate the origins, permutations, and legacy of Rogue, one of the most quietly influential and long-lived games ever created, in this classic feature.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video game deep cuts: Nailing nostalgia and duelyst bards  
by Chris Kerr [09.14.16]
A compilation of intriguing video game longreads from around the web includes Lord British's in-game bards, nailing nostalgia, and going inside EVE: Online's propaganda machine.
Art, Design, Production

Get a job: Be a Senior 3D/Prop Modeler at id Software  
by Staff [09.13.16]
Doom developer id Software seeks to hire an experienced 3D modeler to take a senior role creating props and other 3D objects alongside the rest of the team in its Richardson, Texas studio.
Console/PC, Art, Recruitment

Creating an organic interconnected game world in Giant Squid's Abzu 1
by Heather Alexandra [09.12.16]
Abzu's lovingly crafted ecosystem has subtleties that many players may never notice. “The world needs to feel authentic,” Matt Nava explains. "This helps us communicate a sense of awe.”
Console/PC, Indie, Art, Design, Video

The death and rebirth of Harebrained Schemes' Necropolis  
by Alan Bradley [09.08.16]
"Nobody cares how hard you worked or how much passion you put into your game," says Mitch Gitelman of Harebrained Schemes. "All they see is the delta between what they expected and what you delivered."
Console/PC, Indie, Art, Design, Business/Marketing, Video

Get a job: Be a UI/UX Designer at Disruptor Beam  
by Staff [09.07.16]
Boston-based Disruptor Beam is looking to bring on an experienced UI/UX designer to contribute to various design efforts alongside the developers and designers at the studios's HQ in Framingham, MA.
Smartphone/Tablet, Art, Design, Recruitment

Don't Miss: The secret ingredients of Pokemon game design 3
by Christian Nutt [09.06.16]
In this classic 2012 feature, Game Freak devs tell Gamasutra about what's core to good Pokémon game design, how the team develops them and why they seem to resonate with such a wide audience.
Console/PC, Art, Design

Devs band together to launch a community for real-time VFX artists  
by Alex Wawro [09.06.16]
A group of devs with experience at studios like Riot, EA and Naughty Dog have joined together to launch RealTimeVFX, a community platform aimed at helping artists share knowledge and best practices.
VR, Console/PC, Art

Get a job: Sony, Double Fine and more are hiring on the Gamasutra Job Board!  
by Staff [09.02.16]
From Sony Bend to Magic Leap to Double Fine, here are just a few of the many great job openings you'll find over on Gamasutra's industry-leading job board!
Console/PC, Indie, Art, Design, Recruitment

Blog: Flamingo-ing from a studio animator to bedroom generalist  
by Gamasutra Community [09.02.16]
Stephen Payne on making the switch to sole indie artist after spending eight years working as an animator at Sony London Studio.
Indie, Art

Get a job: Be a Lead Animator at Double Fine Productions  
by Staff [09.01.16]
The studio responsible for games like Headlander is looking for an experienced animator to take a lead role on Psychonauts 2 alongside the rest of the team at Double Fine's San Francisco HQ.
Console/PC, Indie, Art, Recruitment

Blog: The art process behind Figment's 'Spider Queen'  
by Gamasutra Community [09.01.16]
A step-by-step presentation of Bedtime Digital Games' art process using one of the main character from our current project, Figment, as an example.
Art, Production

Now's the time to submit talks for the Game Career Seminar at GDC 2017!  
by Staff [08.31.16]
Game industry professionals, take note: GDC 2017 officials are now accepting Game Career Seminar talk submissions through Friday, September 23rd.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Former film animator discusses making the gorgeous Ghost of a Tale 2
by Stefanie Fogel [08.31.16]
Lionel Gallat was an animation director on feature films before sinking 3 years of his life into developing the stealth title Ghost of a Tale. What he and his small team have created looks incredible.
Console/PC, Indie, Art, Business/Marketing, Video

Get a job: Magic Leap seeks to hire a 3D Artist  
by Staff [08.30.16]
VR/AR startup Magic Leap is hiring a 3D artist to "join our growing team in New Zealand and help us build the ultimate robot disintegrating science fiction experience", Dr. Grordbort's Invaders.
VR, Art, Recruitment

Blog: Weathering the bad times as an art outsourcer 1
by Gamasutra Community [08.30.16]
It's a tough time for Chinese art outsourcers. But there are some ways to weather the tough times, says Junxue Li, CEO of a game art outsourcing company.
Art, Production, Business/Marketing

Get a job: Smite dev Hi-Rez Studios seeks an Animator  
by Staff [08.24.16]
The Paladins and Smite studio is hiring an experienced animator to join its studio in Alpharetta, Georgia to work on its current and future projects.
Console/PC, Social/Online, Art, Recruitment

Obduction let Cyan experiment with VR in a non-Myst universe 1
by Richard Moss [08.24.16]
Obduction, which is out today, is Cyan's first game in 25 years that isn't set in the Myst universe. We talked to Rand Miller about world building, puzzle crafting, and designing for VR.
VR, Console/PC, Indie, Art, Design, History, Video

As SNES turns 25, devs discuss its 7 greatest graphics innovations 9
by Jon Irwin [08.22.16]
“The SNES was the golden age of pixel art," says Eric Barone, creator of Stardew Valley. "It had enough complexity to look interesting, but was limited enough that you had to be creative with it."
Console/PC, Art, Design, History