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February 7, 2016
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February 7, 2016
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Updates » Art
Don't Miss: 5 tips for making great animations in 2D games 35
by Eric Caolli [10.02.15]
Want to create eye-catching sprites for your 2D game? In this classic 2012 feature, two animators who've worked on some vibrant 2D games offer five tips for stepping up your sprites.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art

Beneath the pixels: The art direction of Super Time Force 6
by Dan Vader, Mike Nguyen & Vic Nguyen [10.02.15]
A deep look at the decidedly non-retro pixel art direction for Capy Games' Super Time Force Ultra -- what it takes to make a "fever dream" of a 2D game on HD hardware.
Console/PC, Indie, Art, Video

Get a job: Ready At Dawn is hiring an experienced Concept Artist  
by Staff [10.01.15]
The makers of The Order: 1886 are after an experienced artist to work on creating concept art alongside the team at Ready At Dawn's Irvine, CA headquarters.
Console/PC, Art, Production, Recruitment

Don't Miss: The postmortem of Treyarch's Tony Hawk's Pro Skater  
by Jamie Fristrom [10.01.15]
Former Treyarch developer Jamie Fristrom opens up in this classic 2000 feature about the ups and downs of porting one of the most successful PlayStation games of 1999 to Sega's Dreamcast console.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

How devs deal with 4 problem areas in VR game design 1
by Bryant Francis [10.01.15]
Developers with Playful Corporation, Carbon Games, Minority Media, and Cloudhead Games tell us how they surmounted unexpected design difficulties in their VR game projects.
Console/PC, Indie, Art, Design, Production, VR

Get a job: Be a Lead Character Artist at Monolith Productions  
by Staff [09.30.15]
The folks responsible for making Middle-earth: Shadow of Mordor seek an artist to serve as a character design lead alongside the rest of the team at Monolith's Kirkland, Washington office.
Console/PC, Art, Recruitment

How Total War got stripped down and sped up for F2P Arena 2
by Phill Cameron [09.30.15]
We talk to Jan Van Der Crabben, Live Operations Manager on Total War: Arena, about how the military strategy franchise to slim down and speed up to meet the demands of free-to-play game design.
Console/PC, Art, Design, Production

Reminder: Submit talks now for the GDC 2016 Game Career Seminar!  
by Staff [09.30.15]
Got a great talk idea for the Game Career Seminar at GDC 2016? Now's the time to pitch it, because the deadline for GCS talk submissions is coming up fast: this Friday, October 2nd at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: The remarkable history of Tony Hawk's Pro Skater 10
by Matt Barton, Bill Loguidice [09.30.15]
In this classic feature authors Bill Loguidice and Matt Barton present an annotated history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

PSA: 2 days left to submit talks for the GDC 2016 Summits & VRDC!  
by Staff [09.30.15]
Heads up, prospective GDC 2016 speakers: Now is your chance to propose a talk for one of the first-class Summits or the new VRDC at GDC 2016! Do it before submissions close Friday, 10/2 at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, VR, GDC

Doing an HD remake the right way 16
by Gamasutra Community [09.29.15]
What happened to Final Fantasy V? Lars Doucet tackles upscaling 2D games: "In this article I'll share some of the artistic and technical lessons I've learned working on the Defender's Quest series."
Console/PC, Indie, Art

Oculus Story Studio releases UE4 assets for Henry  
by Christian Nutt [09.29.15]
Impressive interactive narrative VR experience shared with developers around the globe to help show "a practical example of how a VR story could be made in Unreal."
Console/PC, Programming, Art, Audio, Video, VR

Reminder: Submit your talks now for the GDC 2016 Summits!  
by Staff [09.25.15]
Heads up, would-be GDC 2016 speakers: Now is your chance to propose a talk for one of the first-class Summits at GDC 2016! Do it before submissions close next Friday, 10/2 at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

How Oculus builds its own VR content: Lessons learned  
by Christian Nutt [09.24.15]
At Oculus Connect, two leads from the company's Seattle-based content team, talked through the development of the company's demo content, sharing important insights into what makes for good VR.
Console/PC, Art, Design, Production, VR

Spending time to save money 4
by Gamasutra Community [09.24.15]
"I donít fault anyone for wanting nice art, and would love more for our game. Still, when faced with constraints, I think it is a safer bet to prioritize developing the gameplay and systems."
Indie, Art, Production

Johan Gjestland on mobile games, flying, and Fugl  
by Gamasutra Community [09.24.15]
"I love flying, always been fascinated by it. When I was little, my biggest dream was flying, I really thought I could do it, if I just believed it enough!"
Smartphone/Tablet, Indie, Programming, Art, Business/Marketing

Modular techniques in triple-A asset creation: Making great wheels 2
by Gamasutra Community [09.23.15]
Ubisoft senior artist Jobye Karmaker: "Wheels are arguably what makes or breaks a vehicle in game art. You could have the best looking vehicle body, but if the wheels suffer in quality, the whole vehicle does too."
Console/PC, Art

A deep look at the world design of Assassin's Creed: Syndicate 1
by Chris Kerr [09.23.15]
"I recently had the chance to speak to Assassin's Creed: Syndicate world director Jonathan Dumont to find out how Ubisoft unravels and recreates the past inside its time-hopping franchise year after year."
Console/PC, Art

Video: How Halo was reborn -- The Halo 4 postmortem  
by Staff [09.23.15]
Halo creative director Josh Holmes speaks at GDC 2013 about how 343 dealt with the challenges inherent in building a studio from scratch to take over development of Bungie's seminal series.
Console/PC, Art, Design, Production, Video, Vault

Reminder: Submit talks now for the first annual VRDC at GDC 2016!  
by Staff [09.22.15]
VR and AR enthusiasts, take note: Now is your chance to propose a talk for the all-new Virtual Reality Developers Conference at GDC 2016!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, VR, GDC