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June 28, 2022
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Features » Art
Sponsored Feature: Yesterday's Minimum Spec is Today's Mass Market - Quality Game Performance Made Simple 1
by Intel Visual Computing [05.14.13]
This paper highlights common challenges encountered during the development of three world-class games and how developers used Intel GPA to quickly solve them, resulting in significant performance and quality gains.
Programming, Production, Art, Sponsored Feature

Postmortem: Appy Entertainment's Animal Legends 7
by Rory McGuire [05.06.13]
From building a flexible, low-cost server back-end to launching big in China, Animal Legends offered the team at Appy Entertainment a huge number of challenges -- which are fully outlined in this candid postmortem.
Business/Marketing, Design, Postmortem, Production, Art, China

The Aesthetics of Game Art and Game Design 22
by Chris Solarski [01.30.13]
How can the techniques of classical painters provide a roadmap that actually affects how gameplay is designed? In this all-new piece, Chris Solarski expands on themes from his successful book to illustrate an aesthetic path forward.
Design, Art

Art of War: Animating Realistic Sword Combat 36
by Eben Bradstreet, John Clements [12.13.12]
This article -- a compilation of two viewpoints on adding authentic sword combat to games -- originally appeared in the December issue of Game Developer magazine -- and explores the idea of using real Medieval techniques as taught by a trained sword master.

Postmortem: McMillen and Himsl's The Binding of Isaac 24
by Edmund McMillen [11.28.12]
How did a game destined for failure become a cult smash? Edmund McMillen (Super Meat Boy) discusses how he added religion to The Legend of Zelda, mixed it with a roguelike, and came out with a surprise hit.
Business/Marketing, Design, Postmortem, Production, Art, Indie

Postmortem: State of Play's Lume 3
by Luke Whittaker [11.14.12]
What's the process for building a game out of cardboard? In this unusual postmortem, State of Play creative director Luke Whittaker lays bare the paper and glue creative process behind acclaimed indie game Lume.
Business/Marketing, Design, Postmortem, Production, Art, Indie

Game Developer Magazine's Power 50 2
by Gamasutra staff [11.10.12]
Gamasutra and its sister site Game Developer magazine have put together a "Power 50" list of people in the game industry who have stood out for doing work in the last year that is new, different, or better.
Audio, Business/Marketing, Design, Art

Postmortem: Humble Hearts' Dust: An Elysian Tail 15
by Dean Dodrill, Alex Kain [10.31.12]
In this candid and detailed postmortem, developer Dean Dodrill tells the tale of the challenging and largely solo development of Summer of Arcade hit Dust: An Elysian Tail, a title that took him over three years to create.
Audio, Design, Postmortem, Production, Art

Fire, Blood, Explosions: Prototype 2's Over-the-Top Effects Tech 4
by Keith O'Conor [10.23.12]
In this article by Radical Entertainment senior rendering coder Keith O'Conor, he describes the nuts and bolts of the game's particle system -- detailing exactly how it produces great looking effects that perform well in the open-world adventure game.
Programming, Art

Sponsored Feature: Drawing Basics and Video Game Art: Character Design 3
by Chris Solarski [10.04.12]
An extract from Chris Solarski's Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, which enables developers to create more expressive and varied emotional experiences in games.
Art, Sponsored Feature