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January 20, 2022
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Eva Gaspar's Blog

 

IP&IT Lawyer and creative/technology based business consultant.

In 1999 began her professional career in the video game industry.

After working at different technology companies like “Strato AG”, in 2008 she joined “Abylight” a video game development studio as International Business Manager. She became CEO in 2011.

In 2013 she co-founded “PAD” (Professional Associated Developers), which swiftly became the largest association of video game companies in Spain. She is President since its foundation.

In 2012 she created GD Consult, a law firm - consultant agency specialized in video games.

 

Member Blogs

Posted by Eva Gaspar on Thu, 18 Nov 2021 11:08:00 EST in Design, Production, Art, Console/PC, Indie
Today we are going to dive into the creative process of bringing a character to life based on a briefing. The briefing describes the basic characteristics of this character, its look and its class within the game. It may even give us information about the


Posted by Eva Gaspar on Mon, 08 Nov 2021 11:58:00 EST in Design, Programming, Production, Art, Console/PC, Indie
This is the continuation of the previous article, in which we talked about how to make the characters feel alive with animations. I recommend you to read it before diving into this one, to better understand the role of the animations in the artificial int


Posted by Eva Gaspar on Wed, 03 Nov 2021 12:48:00 EDT in Programming, Production, Art, Console/PC, Indie
On this article we are going to talk about how we designed the Spy Training Building and how it will be used to train soldiers in the subtle arts of subterfuge.


Posted by Eva Gaspar on Wed, 03 Nov 2021 12:45:00 EDT in Design, Programming, Production, Art, Console/PC, Indie
In this article we are going to talk about our animation techniques and how these animations are driven by the AI. Next time, we’ll show you how to make them interact seamlessly with the 3D world.


Posted by Eva Gaspar on Thu, 14 Sep 2017 04:00:00 EDT in Programming, Production, Indie
When we started working in Cursed Castilla, the 3DS was the platform where we wanted the game to be played but accomplishing it wouldn't be exactly straightforward. Even so, we decided to launch it no matter what...Here is how we achieve that heroic deed.