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November 13, 2019
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Features » Art
Every Picture Tells A Story 1
by Steve Theodore [06.04.09]
In this bonus art feature, published onto Intel's Visual Computing section, veteran Steve Theodore looks at how, visually, "although game technology seems to be at the height of information age modernity, the basic challenges of the working artist never really change."
Art, Visual Computing

From Concept to Execution - The Art of Defense Grid: The Awakening 7
by Dave McCoy [05.27.09]
The creators of Hidden Path's PC and upcoming XBLA title Defense Grid: The Awakening look at the visual concept work that went into the game's creation, suggesting that "pre-production concept development and visualization resulted in a much better looking game and in significantly reduced problems" during the title's development.
Design, Art

Inside Infinity Ward's Art: Michael Boon Speaks 1
by Brandon Sheffield [05.04.09]
In this new Gamasutra interview, Infinity Ward's technical art director Michael Boon, who has worked on the Call Of Duty series back to its original 2003 incarnation, and is currently working on Modern Warfare 2, exposes some of the process behind the game's visuals, and discusses the developer's creative philosophies.
Design, Art, Interview

Postmortem: Square Enix's The World Ends With You 3
by Takeshi Arakawa, Tomohiro Hasegawa, Tatsuya Kando [04.30.09]
In this rare postmortem, the creators behind acclaimed DS title The World Ends With You at Square Enix and Jupiter describe exactly what went right -- and wrong -- while making the innovative touch-screen title.
Audio, Design, Postmortem, Production, Art

Custom Tools: Environment Artists and Game Editors 7
by Steve Theodore [04.22.09]
In this art-centric article, originally published in Game Developer magazine, Bungie's Steve Theodore discusses visualizing game environments, and why 'an upgrade to your tool chain is a great opportunity to upgrade the relationship between artists and designers'.
Programming, Art, Visual Computing

The Designer's Notebook: The Genre That Would Not Die! 12
by Ernest Adams [04.14.09]
In his latest column, Ernest Adams discusses the creeping return of the adventure game, discussing 'what got better' and 'what didn't get better' in the genre after its famine years.
Audio, Design, Art

When The Band Got Back Together: Rodney Greenblat's Return To Video Games 2
by Matthew Hawkins [04.06.09]
As the visualizer behind the seminal Parappa The Rapper, New York-based artist Rodney Greenblat's whimsical style is world famous -- and he talks about his re-uniting with Masaya Matsuura for the Wii-exclusive Major Minor's Majestic March.
Audio, Design, Art, Interview

Making Games Art: The Designers' Manifesto 45
by David Fox, john Sharp [03.31.09]
In a likely to be controversial manifesto, the veteran developers that cluster around the Project Horseshoe mini-conference have produced a list of problems -- and solutions -- for video games' continuing strides towards the pantheon of great art.
Design, Art, Indie

Who Among Us Shall Build This Shader? 7
by Steve Theodore [03.16.09]
In a game artist-specific Gamasutra feature, former Valve and current Bungie art veteran Steve Theodore examines the state of artist-friendly shader tools.
Programming, Art

Game Artists: The Three Cardinal Rules 11
by Keith Self-Ballard [03.12.09]
What guidelines do video game artists need to follow to succeed? Volition manager Self-Ballard draws from his experience to suggest three key traits of the best game art creators.
Art