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October 31, 2020
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Features » Art
Into The Pixel: The Artists Speak 1
by Bryan Ochalla [10.04.07]
How does being a game artist fit into... being an artist? Gamasutra talks to Into the Pixel art exhibition winners from Lionhead, Relic, and Rare to find out the stories behind their submission, their creative role, and the sometimes neglected role of the concept artist in making great games.
Design, Art

Llamas In Space: Catching Up with Llamasoft's Jeff Minter  
by Brandon Sheffield [04.04.07]
Gamasutra speaks to Llamasoft founder Jeff Minter about the upcoming Space Giraffe for Xbox 360, his work ethic, his involvement with the ill-fated Nuon 'console', and his pet sheep, in this in-depth interview.
Design, Programming, Art, Interview

Introduction to COLLADA  
by Rémi Arnaud, Mark Barnes [03.29.07]
In this extract from COLLADA: Sailing the Gulf of 3D Digital Content Creation, PlayStation 3 graphics architect Rémi Arnaud and Mark Barnes introduce the open standard technique for exchanging normally incompatible 3D assets.

Are Games Art? (Here We Go Again...) 1
by Bryan Ochalla [03.16.07]
In today's exclusive Gamasutra feature, a number of notable industry figures -- including Tim Schafer, Peter Molyneux, Ian Bogost, and Denis Dyack -- weigh in on the age-old question, "Are games art?"
Design, Production, Art

Backstage at Autodesk 1
by Mathew Kumar [02.01.07]
Following up on our recent interview with Michel Kripalani, Gamasutra reports from Autodesk’s Backstage Pass event, with details on the future of Maya, 3ds Max, and Autodesk's relationship with game developers.
Business/Marketing, Production, Art

Making Stories Real: A Q&A with Autodesk’s Michel Kripalani  
by Mathew Kumar [01.25.07]
Gamasutra speaks to Autodesk senior games industry manager Michel Kripalani about the company's relatively recent merger with Alias, how 3DS Max and Maya can peacefully co-exist, and the future of this key game tools company.
Business/Marketing, Design, Production, Art

Go With the fl0w: Jenova Chen on Console Independence  
by Howard Wen [01.22.07]
Gamasutra discusses game design, Flow Theory, and the creative potential of each of the next-gen consoles with fl0w and Cloud creator Jenova Chen, in this exclusive Gamasutra interview.
Design, Production, Art

Question Of The Week: 2007 Resolutions  
by Brandon Boyer [01.15.07]
In Gamasutra's latest Question of the Week, we asked our audience of professionals to suggest their industry New Year's Resolution - one change the video game industry should effect in 2007.
Audio, Business/Marketing, Design, Programming, Production, Art

XNA In-Depth: Microsoft's Dave Mitchell Answers Our Questions  
by Brandon Sheffield [12.15.06]
Microsoft's Dave Mitchell reveals extensive details on the recently-launched XNA Studio Express and Creators Club, including IP rights, engine specifics, and Xbox 360 universal sharing plans, in this in-depth Gamasutra interview.
Audio, Business/Marketing, Design, Programming, Production, Art

Unified Design of Universally Accessible Games (Say What?)  
by Anthony Savidis, Dimitris Grammenos [12.07.06]
In a follow-up to The Theory of Parallel Game Universes, Dimitris Grammenos and Anthony Savidis detail their twice-practiced design theories behind Universally Accessible Games - games that can be played simultaneously by all players, regardless of physical handicap.
Audio, Design, Programming, Production, Art