Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 13, 2019
arrowPress Releases







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


Features » Art
Sponsored Feature: Adobe Showcases Director 11 For Multimedia Authoring 5
by Adobe Director Team [12.04.08]
In this Adobe-sponsored feature, the Photoshop and Flash creator showcases the new features of its Director 11 software, which allows complex game and multimedia integration.
Business/Marketing, Art

Postmortem: Tale of Tales' The Graveyard 3
by Michael Samyn [11.27.08]
In this postmortem of Tale Of Tales' thought-provoking art game The Graveyard, the creators detail what went right and wrong, revealing funding wins, download statistics, and more.
Business/Marketing, Design, Postmortem, Production, Art

Effective Art Directors: Gaming's Something Something 4
by Ben Cammarano [11.20.08]
In a detailed feature, Microsoft Game Studios' Cammarano documents the five major traits that make the video game art director truly effective, from partnerships through unlikely inspiration.
Business/Marketing, Art

Beyond Scrum: Lean and Kanban for Game Developers 14
by Clinton Keith [11.11.08]
If you've discovered the value of Scrum agile development while making your game, expert Clinton Keith outlines Lean and Kanban, two ways you can be agile during all phases of the game development process.
Audio, Design, Programming, Production, Art

The Philosophy of Faith: A Mirror's Edge Interview 16
by Chris Remo [11.07.08]
Gamasutra sits down with EA DICE producer Nick Channon to discuss the design philosophy behind innovative first-person action title Mirror's Edge, from concepting to game mechanics.
Design, Art, Interview

Postmortem: Torpex Games' Schizoid 10
by Jamie Fristrom [09.24.08]
In an exclusive Gamasutra postmortem, Torpex Games co-founder Fristrom (Spider-Man 2) presents a fascinating post-release analysis of the XNA-utilizing Xbox Live Arcade co-op title.
Business/Marketing, Design, Postmortem, Production, Art, Console/PC, North America

An Examination of Outsourcing Part 2: The Contractor Angle 15
by Array [09.08.08]
Recently, Gamasutra spoke with developers and publishers to find out the requirements and advantages for outsourcing -- but this time we take another look at the story, from the perspectives of the outsourcing companies themselves.
Business/Marketing, Production, Art

The Code/Art Divide: How Technical Artists Bridge The Gap 17
by Jason Hayes [08.20.08]
In this intriguing technical article, originally published in Game Developer magazine, Volition's Jason Hayes discusses how the Saints Row franchise developer integrates the technical artist into its development pipeline.
Programming, Art, Game Developer Magazine

The Art Of Braid: Creating A Visual Identity For An Unusual Game 18
by David Hellman [08.05.08]
In this fascinating deconstruction, artist David Hellman explains his creation of the evocative, painterly art for Jonathan Blow's acclaimed downloadable game Braid, which debuts tomorrow on XBLA.
Design, Art, Indie

Towards More Meaningful Games: A Multidisciplinary Approach 24
by Sande Chen [07.22.08]
In this thought-provoking design piece, writer Sande Chen (The Witcher) takes a look at how to ratchet up emotional intensity - through narrative design, visuals, and music - to create more meaningful games
Design, Art