Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 27, 2016
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Updates » Art
Ratchet & Clank (2016) postmortem 3
by Shaun McCabe & Chad Dezern [05.16.16]
"We needed to make a big game that blew away our previous efforts. It needed to sync up with the just-getting-started film. And we needed to ship it in 10 months to line up with the movie release."
Console/PC, Programming, Art, Design, Production, Video

Making Civilization VI both playable and beautiful 3
by Christian Nutt [05.13.16]
Art director Brian Busatti explains what it takes to make the game look good but still let players see what they want to see.
Console/PC, Art

Get a job: Psyonix seeks a UI Artist  
by Staff [05.13.16]
The Rocket League studio is looking for a candidate that can create "elegant, immersive, and intuitive interfaces that can complement new and existing IPs."
Console/PC, Art, Recruitment

Don't miss: Animating four-legged beasts 8
by Cathy Feraday Miller [05.12.16]
"Animator Cathy Feraday Miller, who has worked on major feature films and video games, shares her techniques for animating quadrupeds in walk and run states."
Console/PC, Indie, Art

Maxing out miniatures: Making a successful tabletop adaptation 1
by Alan Bradley [05.12.16]
The secret to making a great videogame adaptation of a beloved tabletop franchise is knowing what elements to lose, what to keep, and what to dig even deeper into.
Console/PC, Art, Design, Video

Don't miss: How Game Freak designs Pokémon's iconic monsters 1
by Chris Kerr [05.10.16]
With Game Freak today lifting the lid on Pokémon Sun and Moon's starting trio, there's never been a better time to revisit this classic interview to learn how the series' iconic monsters are born.
Console/PC, Art, Production

Video: Creating an active cinematic experience in Uncharted 2  
by Staff [05.09.16]
This 2010 talk from Naughty Dog's Neil Druckmann and Bruce Straley, the pair explores how Naughty Dog used The Active Cinematic Experience to parallel gameplay and storytelling in Uncharted 2: Among Thieves.
Console/PC, Art, Design, Video, Vault

Daybreak Games opens up ninth G.I.R.L. scholarship  
by Christian Nutt [05.09.16]
$10,000 to be awarded for tuition and expenses to one winner of the scholarship -- along with an eight-week paid internship at Daybreak's San Diego studio.
Console/PC, Art, Student/Education

Virtual spraypaint: Take a look at graffiti simulator Kingspray 3
by Christian Nutt [05.09.16]
VR is opening us up to new experiences, and allowing interactions that didn't make sense in traditional games. Here's another appealing example: Graffiti simulation.
VR, Art, Video

Photoshop as a game editor 8
by Gamasutra Community [05.09.16]
An overview of advanced features in Photoshop that make the popular image editing tool much more robust for game development.
Indie, Art, Production

Messing with perception: Gameplay and rendering experiments in VR  
by Gamasutra Community [05.09.16]
"While our experimentation time is serving us well in identifying some issues early, it failed to find other problems that became more obvious once the levels were laid out."
VR, Indie, Programming, Art, Design

Get a job: Telltale Games is looking to hire a Cinematic Artist  
by Staff [05.06.16]
The Walking Dead developer Telltale Games seeks a Cinematic Artist to work on games alongside the rest of the team at the company's San Rafael, CA headquarters.
Console/PC, Art, Recruitment

Obituary: Star Wars: Starfighter artist, Clarence Johnson 1
by Chris Kerr [05.06.16]
A talented artist, Johnson began his career at LucasArts, where he served as a 3D modeller on Star Wars: Starfighter, and created art for its follow-up, Star Wars: Jedi Starfighter.

Poetry in motion: Catch a glimpse of Persona 5's gorgeous new UI  
by Chris Kerr [05.05.16]
You might not need many reasons to get excited over the new Persona 5 trailer that just dropped, but we're going to give you some anyway.
Console/PC, Art, Design, Video

Don't Miss: Replicating Star Wars' iconic look and sound in Battlefront 5
by Chris Kerr [05.04.16]
"Film & games don’t always play nice with each other," EA DICE's Niklas Fegraeus told Gamasutra. "Games require balance & fairness to be fun, but a film does away with that in order to create drama."
Console/PC, Art, Audio, Design

The importance of UX in editors and tools 4
by Gamasutra Community [05.04.16]
"I'm not advocating everyone to use BSP/CSG. I am advocating everyone to critically look at their editors & tools, and see how they can improve from a UX & UI perspective."
Console/PC, Art, Production

Don't Miss: Harvey Smith and Raphael Colantonio on creating Dishonored 8
by Christian Nutt [05.03.16]
With work on the sequel continuing apace, take a minute to look back at this classic interview with the creative team behind Dishonored and learn about where (and why) the game's design took shape.
Console/PC, Art, Design, Production

Get a job: Be a UI Artist on Rocket League  
by Staff [04.29.16]
Psyonix, the independent developer behind Rocket League, is looking for a highly skilled UI Artist to join the team working at its offices in San Diego, California.
Console/PC, Indie, Art, Recruitment

Video: Designing without a pitch - The FTL postmortem 1
by Staff [04.29.16]
FTL devs Matthew Davis and Justin Ma speak frankly at GDC 2013 about how and why they frequently altered or abandoned aspects of the game's design as they developed it to evoke a specific feeling.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Creating the paper-craft art style of Book of Demons 1
by Gamasutra Community [04.29.16]
"We put a lot of effort into making everything the way it looks now and the road to getting here was a really bumpy one. Hope you will enjoy the story of how it all came to life."
Console/PC, Art