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October 31, 2020
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Features » Art
Multiplayer Level Design In-Depth, Part 3: Technical Constraints and Accessibility  
by Pascal Luban [11.22.06]
In today's Gamasutra feature, lead multiplayer level designer Pascal Luban (Splinter Cell series) completes his series on multiplayer level design, this time focusing on the importance of playtesting, technical constraints, and making maps accessible for all players.
Design, Production, Art

Meet The Machinimakers: The 2006 Machinima Festival Report  
by Raina Lee [11.21.06]
For today's Gamasutra feature, we present our coverage of the second annual Machinima Festival, including panel reports, the winners of the 2006 Mackie Awards, and interviews with two of the most recognized practitioners of the form: This Spartan Life's Chris Burke, and Trash Talk's Matt Dominianni.
Art, Interview

Principles of Virtual Sensation  
by Steve Swink [11.14.06]
In today's insightful Gamasutra feature, Flashbang Studios game designer Steve Swink explores the principles of creating 'feel' in games: the art of giving players a feeling of challenge, mastery, and control.
Design, Programming, Art

A 2D Render Base Using Policy Based Design  
by Zhaolin Feng [11.01.06]
In this technical feature, Chinese casual games programmer Zhaolin Feng gives us his tutorial on creating a fluid 2D render base, using a technique inspired by Andrei Alexandrescu's Modern C++ Design.
Programming, Art

Completely Eliminate Texture Seams with 3dsMax  
by Peter Kojesta [10.19.06]
In this aptly-named Gamasutra technical article, Exis Inc.'s Peter Kojesta shares his techniques for eliminating unsightly texture seams, using 3dsMax and a little creative tinkering.

Beyond Machinima: Rudy Poat and John Gaeta on the Future of Interactive Cinema  
by Jason McMaster [10.17.06]
Visual effects designer John Gaeta, best known for his Oscar-winning 'bullet time' effects for The Matrix, talks to Gamasutra about his collaboration with EA's Rudy Poat on a startling new film using real-time game engine manipulation and AI.
Design, Programming, Production, Art

Democracy Now: An Interview with Torque X Developer GarageGames  
by Jason McMaster [08.29.06]
Following the premiere of Torque X for Xbox 360 at GameFest, Gamasutra sat down with GarageGames' president, Mark Frohnmayer, to discuss the future possibilities for Torque, independent developers, and the possibility of a 2D Xbox 360 renaissance.
Design, Programming, Art

Visual Look Development: Star Trek Online Starships - Pt. 2  
by Ian Pieragostini [07.18.06]
In the second in our exclusive series, Perpetual's Ian Pieragostini discusses the visual look development for much-awaited MMO Star Trek Online, focusing in on the starships, "one of the most recognizable characters in Star Trek".

Book Excerpt: 3D Game Textures: Create Professional Game Art Using Photoshop 1
by Luke Ahearn [06.22.06]
In today's other main Gamasutra feature, we provide an excerpt from the first chapter of Luke Ahearn's new book, '3D Game Textures: Create Professional Game Art Using Photoshop,' which touts itself as teaching its readers "how to think like a games artist."
Design, Art

Question of the Week Responses: Is Crawford Right?  
by Quang Hong [06.22.06]
Responding to the Question Of The Week on Chris Crawford's eye-opening rhetoric condemning game innovation, professionals from Obsidian, Harmonix, Crystal Dynamics and more talk back.
Audio, Business/Marketing, Design, Programming, Production, Art