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July 1, 2016
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July 1, 2016
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Updates » Art
Trying out skeletal animation for top-down characters 1
by Gamasutra Community [02.19.16]
'Making 2D top down characters for a 2-player game, how hard could it be? Pretty hard, but not impossible, as we found out in the course of four months."
Indie, Art

How we A/B test game art and icons 1
by Gamasutra Community [02.18.16]
"When it comes to free to play design, our studio starts with creative freedom and then decides through quantitative feedback. In practice what does that mean? Lots of experiments and A/B tests."
Smartphone/Tablet, Art, Production, Business/Marketing

Rendering a painted world 5
by Gamasutra Community [02.18.16]
Want to make a game that looks like an Impressionist painting? This blog post proposes a visual rendering style that will let you achieve that look.
Console/PC, Indie, Art

Character creators and ethnicity: Faces and bodies 1
by Gamasutra Community [02.18.16]
"This is the final part of an article in three parts about self-representation in character creators in fantasy RPGs. In this last part we will show the results of facial features and body customization."
Console/PC, Art, Business/Marketing

Get a job: Be an Artist working on PlayStation VR games at Sony  
by Staff [02.17.16]
Sony Computer Entertainment Europe is looking to hire experienced artists to work on PlayStation VR titles at its studio in Manchester, England.
VR, Art, Recruitment

Road to the IGF: Sam Barlow's Her Story Exclusive  
by Alex Wawro [02.17.16]
Developer Sam Barlow opens up about why the game was made and how he wound up using two dusty old VHS players to create one of the the IGF 2016's Grand Prize nominees.
Indie, Art, Audio, Design, Production, Exclusive, IGF

Hone your artistic vision at the GDC 2016 Art Direction Bootcamp 1
by Staff [02.17.16]
GDC 2016 organizers share a preview of the informative and intriguing sessions taking place during the day-long Art Direction Bootcamp which will help kick off the conference next month.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Art, Design, GDC

Find out how the world of The Witness was brought to life  
by Chris Kerr [02.16.16]
The Witness artist and indie developer Luis Antonio has started unravelling the mysteries of the game's design and art direction in an ongoing deep dive posted on his blog. 
Indie, Art, Production

How Subnautica plunges deeper into rendering realistic water 2
by Bo Moore [02.16.16]
'In the real world, it's actually pretty hard to see underwater,' says Max McGuire of Unknown Worlds Entertainment. 'There's a strong blue cast, and the sunlight doesn't penetrate very deeply.'
Console/PC, Indie, Programming, Art, Design, Production, Video

The 3 key elements of your game's look 6
by Gamasutra Community [02.12.16]
"Your game has to be instantly recognizable. It's very difficult to find a unique, intriguing style. So far, the best way I've found is to enhance the qualities unique to your game, through gameplay, but also through your art."
Indie, Art, Business/Marketing

GDC: See how DICE used photogrammetry to bring Star Wars Battlefront to life  
by Staff [02.12.16]
At GDC 2016 next month, EA DICE senior artists reveal how the studio used photography and photogrammetry techniques to create the striking visuals of Star Wars Battlefront.
Console/PC, Art, GDC

Get a job: The Workshop seeks a 3D Animator  
by Staff [02.11.16]
Game development house The Workshop seeks a talented artist, especially someone who has experience in character rigging, to join its animation team and work at its Marina Del Rey, CA studio.
Console/PC, Art, Recruitment

Road to the IGF: League of Geeks' Armello  
by Alex Wawro [02.11.16]
"Our initial pitch for the game was 'Kung Fu Panda crossed with Game of Thrones,'" says Ty Carey, League of Geeks cofounder and Armello art director.
Indie, Art, Design, IGF

Blog: A study of skin and hair options in character creators 8
by Gamasutra Community [02.11.16]
"The lack of variety is really infuriating, especially since you can SEE how much effort went into other parts of the game," one player says, of character creators.
Console/PC, Art

Slow Burn: Environment and mood in Firewatch  
by Katherine Cross [02.10.16]
Firewatch's environment presents players with a diverse palette of emotion suited to every mood. When it needs to be vast and hopeful, it is. When it needs to be claustrophobic and foreboding, it is.
Console/PC, Indie, Art, Audio, Design, Video

Road to the IGF: Learn more about the finalists -- and their games!  
by Staff [02.10.16]
From Darkest Dungeon to Oxenfree to Cibele to The Magic Circle, Gamasutra's Road to the IGF series of interviews with 2016 IGF award-nominated devs is a trove of insightful, charming game dev talk.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Road to the IGF: KO_OP's GNOG  
by Phill Cameron [02.10.16]
"Everything had shaders and lighting but it didn't quite look like what I wanted. So I tried to make it look as close as possible to my 2D art. That's where we decided to remove lighting."
Console/PC, Indie, Art, Design, Video, IGF

How Unravel's memorable protagonist Yarny was woven together  
by Chris Kerr [02.09.16]
"My design process became more about stopping iteration. It was about accepting Yarny was finished and resisting the urge to change it. It just felt wrong."
Console/PC, Art, Video

Road to the IGF: Garbos, Kvale and Nyström's Progress to 100  
by Phill Cameron [02.09.16]
"I completely stopped looking at an iPhone as a touch screen device and started looking at it as a magic little box full of possibilities."
Smartphone/Tablet, Indie, Art, Design, Production, Video, IGF

Writing Firewatch, and capturing the beauty of being alone  
by Roy Graham [02.09.16]
"People go to Wyoming because they’re captivated by the beauty and the aloneness. Growing up there creates a certain feeling inside you that you don’t really get rid of for the rest of your life."
Console/PC, Indie, Art, Design