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GDC Highlights: VR demand, strange lives, and indie design tips  
by Bryant Francis [03.14.16]
On Day 1 of GDC, we break down some of the biggest highlights and lesson learned at the annual developer conference.
VR, Console/PC, Indie, Serious, Programming, Art, Design, Production, GDC

Alt.CTRL.GDC showcase: Little Book  
by Chris Baker [03.14.16]
"This VR game places you back in your childhood, when you were trying to read under your duvet with a flashlight. As you progress through the pages, you will be plunged into a frightening world!"
Indie, Art, Design, Production, Video, GDC

Women in VR talk business and diversity in a burgeoning tech industry  
by Simon Parkin [03.14.16]
Sports and education are two of the key areas in which both individuals and companies can become successful in virtual reality today, ahead of the impending launch of the major headsets later this year.
VR, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Making the most out of the first-person perspective 2
by Gamasutra Community [03.14.16]
"With a bit of creativity and TLC, the designer can effectively flesh out the first-person perspective and turn it into a tool that adds a touch of humanity, value and personality to the player character while still preserving the immersion factor."
Console/PC, Art, Audio, Design

Jakub Dvorsky on creating the richly detailed world of Samorost 3  
by Chris Baker [03.14.16]
Amanita Design founder Jakub Dvorskż talks about the design of the unique game world in the studio's upcoming release Samorost 3 was created.
Art, Design, Production

GDC 2016: The organizers' lecture recommendations for press  
by Simon Carless [03.11.16]
For the benefit of press that might not have spotted them yet, and for those people who want to see some of the 'newsier' (and some of the worthwhile and less news-y) talks at GDC next week.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Our game won an award for best mobile art. Here's our process  
by Gamasutra Community [03.11.16]
"No matter what your poly count is, the trick after choosing your art style is to stick with it and stay consistent."
Smartphone/Tablet, Art

Game Developers Conference 2016: Reasons to be cheerful  
by Gamasutra Community [03.10.16]
So, itís 2016 already, and the 30th edition of Game Developers Conference is rolling towards us pleasantly, imposingly, but inexorably. Here's some tips for interesting happenings at the event...
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Generating gladiators 2
by Gamasutra Community [03.09.16]
"I set out making a system that would instead generate characters on my behalf from a set of models that had the same topology so that they could morph into each-other and consequently be mixed in any variation."
Indie, Programming, Art

Don't Miss: The design of Action Henk's jump physics 2
by Roel Ezendam [03.08.16]
Ragesquid's speedrun-optimized platformer is out today on PS4. Don't miss this fascinating deep dive by game coder Roel Ezendam, which lays out the development of the game's jump physics.
Art, Design, Production

Reminder: GDC 2016 online registration closes tomorrow!  
by Staff [03.08.16]
With just over a day left until online registration for GDC 2016 ends Wednesday, March 9th at 11:59 PM PT, conference organizers are encouraging anyone interested in attending to register now!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Classic Postmortem: Surreal Software's The Suffering  
by Richard Rouse III [03.08.16]
Surreal Software's psychological horror game debuted on this day in 2004. In this in-depth postmortem from Game Developer magazine, designer Richard Rouse III takes us through the development process.
Art, Design, Production

30 standout reasons to attend the 30th edition of GDC next week  
by Staff [03.08.16]
The 30th edition of GDC kicks off next week,†and organizers are eager to let you know about all the great sessions, bootcamps, roundtables, interactive spaces and cool events at the show!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

How one team overcame the problem of a larger art budget 4
by Gamasutra Community [03.08.16]
When this developer's budget increased, problems began to crop up. Here's how his team dealt with the issues.
Art, Production, Business/Marketing

Don't Miss: The secret history of Lionhead  
by Simon Carless [03.07.16]
Lionhead's on the chopping block. But in this classic 2006 feature, Peter Molyneux and Mark Webley speak at length about how they helped create the company, and their lessons learned along the way.
Console/PC, Programming, Art, Design, Production, Business/Marketing

Postmortem: Butterscotch Shenanigans' Crashlands 9
by Seth, Sam & Adam Coster [03.07.16]
"The difference between the mobile and PC markets is staggering. Not in size, market cap, or the type of gamer that thrives in either, but in their perception of one another."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Analyzing the HUD-less design of Assassin's Creed 6
by Gamasutra Community [03.04.16]
"The first Assassinís Creed was designed to be playable fully without any HUD elements. Iím talking no map, markers, icons, controls. The addition of HUD in the game was clearly a late one."
Console/PC, Art, Design

Thimbleweed Park artist will share 8-bit art tips at GDC 2016  
by Staff [03.04.16]
Mark Ferrari has created art for everything from Lucasfilm Games'†Loom†to†veteran adventure game designer Ron Gilbert's†Thimbleweed Park, and he'll share what he's learned at GDC!
Console/PC, Indie, Art, GDC

For GDC's 30th, game industry notables reflect on 30 years of making games  
by Staff [03.03.16]
Lori Cole, Tim Schafer, Chris Crawford, Palmer Luckey, Chelsea Howe and more game industry luminaries will reflect on 30 years of making games during a special Flash Backward session at GDC 2016!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

This Week in Videogame Blogging: Learning from Mistakes  
by Critical Distance [03.02.16]
This week, our partnership with game criticism site Critical Distance brings us picks from their senior curator Zoya Street on game narrative, interactivity, and learning from mistakes in game design.
Console/PC, Social/Online, Indie, Art, Design