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June 25, 2017
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Updates » Art
Lessons learned from over 15 years of of teaching a VR/AR design course  
by Chris Baker [02.27.17]
At VRDC 2017, Jesse Schell discussed VR/AR innovations and insights derived from decades of teaching a class on building virtual worlds at Carnegie Mellon, showing clips from dozens of student projects.
VR, Art, Design, Production, VRDC, GDC

Video Game Deep Cuts: The Magic TEd Drifter  
by Gamasutra Staff [02.27.17]
This week's Video Game Deep Cuts longform article/video highlights include the magic of The Void, John Romero on the TEd tool, Hyper Light Drifter's charm, & much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Road to the IGF: ConcernedApe's Stardew Valley 6
by Alissa McAloon [02.24.17]
Eric Barone, AKA ConcernedApe and the sole developer behind Stardew Valley, talks briefly about the joys of working alone and what inspired him to create his own take on a farm life RPG.
Indie, Programming, Art, Design, Production, IGF

GDC 2017 Art Direction Bootcamp: An expert roundtable Q&A  
by Andrew Maximov [02.24.17]
Get a sneak preview of the 2017 Art Direction Bootcamp, hosted by GDC on Feb 27th. For a warmup, the speakers roundtabled some questions from Twitter and around the web.
Console/PC, Art, Production, GDC

Don't Miss: The tough design decisions behind super-stylized action game Furi 7
by Gamasutra Community [02.24.17]
"We can choose not to please everybody. We can choose to make something that most would actually dislike, in order to make sure a niche of gamers will find it truly memorable."
Console/PC, Indie, Art, Design

GDC 2017 Animation Bootcamp: An expert roundtable Q&A 1
by Mike Jungbluth [02.24.17]
Get a sneak preview of the 2017 Animation Bootcamp, hosted by GDC on Feb 27th. The speakers warmed up with an epic group email conversation, in which they discussed the state of animation in games.
Console/PC, Art, GDC

How I ensured She Remembered Caterpillars was color-blind friendly 2
by Gamasutra Community [02.23.17]
She Remembered Caterpillars is a colour-based puzzler that is accessible for colour-deficient and colour-blind players without resorting to post-processing effects. Here's how that's possible.
Art, Design

Don't Miss: How to make a kick-ass game portfolio 4
by Gamasutra Community [02.23.17]
In this informative blog post, Midnight Hub art director Erik Nilsson breaks down the importance of and exactly what should be found within a quality game art portfolio.
Art, Design

Road to the IGF: Blendo Games' Quadrilateral Cowboy  
by Alex Wawro [02.23.17]
Blendo Games' Brendon Chung speaks briefly with Gamasutra about the nuts and bolts of Quadrilateral Cowboy's design, influences, and four-year development.
Indie, Programming, Art, Design, IGF

Blog: Art tips for building believable forests 4
by Gamasutra Community [02.23.17]
I've made quite a few forests over the years, and I've learned a few things you might consider to make your game forests more believable.
Art

GDC 2017 is next week! Follow along on Gamasutra's official event page  
by Staff [02.22.17]
Game Developers Conference 2017 is just around the corner, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Writer's Guild of America honors Uncharted 4 at 2017 awards  
by Chris Kerr [02.21.17]
Uncharted 4 took home the prize for Outstanding Achievement in Video Game Writing at this year's U.S. Writer's Guild Awards. 
Art

Blog: Art direction and visual storytelling in a hand-drawn indie game  
by Gamasutra Community [02.21.17]
Here, we'll go in detail about the influences, art direction and creative process behind Sundered, the upcoming hand-drawn replayable metriovania from Thunder Lotus Games.
Art, Design, Business/Marketing

Q&A: Creating the defiantly retro Double Dragon IV 1
by Jon Irwin [02.20.17]
The makers of the classic 1987 arcade brawler Double Dragon reunited to create a sequel that looks and plays exactly like earlier entries in the series. They discuss their retro revival with us.
Console/PC, Indie, Art, Design, Video

Video Game Deep Cuts: A Loom-ing Night In The Woods  
by Gamasutra Staff [02.19.17]
This week's Video Game Deep Cuts include everything from A Night In The Woods' cartoon realism to a history of Loom, and much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Get a job: Skydance Interactive is hiring a 3D Artist  
by Staff [02.17.17]
Skydance Interactive is looking for a talented 3D Artist to work on both character and environment pieces for the multiplayer FPS, PWND.
Art, Recruitment

Get cutting-edge graphics tips from Nvidia, Ubisoft and more at GDC 2017  
by Staff [02.17.17]
GDC 2017 organizers are offering an early look today at the scope and ambitions of the Advanced Graphics Techniques Tutorial Day that will help kick off the conference later this month.
VR, Console/PC, Programming, Art

Road to the IGF: The Molasses Flood's The Flame in the Flood  
by Joel Couture [02.17.17]
The Flame in the Flood takes players on a river raft journey across the backwaters of a post-societal USA, tasking them with surviving the wildlife, natural disasters, and rapids of their journey.
Console/PC, Indie, Art, Design, Video, IGF

Keywords drops $1.49M on visual effects studio, Spov  
by Chris Kerr [02.17.17]
Video game tech service provider Keywords Studios has acquired visual effects and graphics outfit Spov for $1.49 million. 
Art, Design, Business/Marketing

Devs discuss the history and the future of so-called 'walking sims' 20
by Jon Irwin [02.17.17]
We talk to developers from Variable State, Fullbright, Chinese Room, and Campo Santo about the past and future of the walking sim genre. For starters, what do they think of the phrase "walking sim?"
Console/PC, Indie, Art, Design