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September 22, 2020
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Features » Art
Hayes’ Day Out - Talking Xbox 360 at the London Design Museum  
by iain simons [10.11.05]
Jonathan Hayes, Design Director for the Xbox 360, shares the process and lessons learned from creating the look of the Xbox 360 at his lecture from the London Design Museum.

Taming The Dragon: Next-Generation Asset Creation for PS3  
by eric-jon waugh [10.07.05]
At this week's IGDA meeting in San Francisco, Matthias Worch, designer and technical art director for Factor 5, presented a fascinating lecture discussing art creation for Factor 5's still somewhat mysterious PlayStation 3 title Lair, and particularly explaining the value of digital maquettes.

Book Excerpt: Shadow Techniques for Relief Texture Mapped Objects 1
by Fabio Policarpo, alan watt [10.03.05]
This excerpt from Advanced Game Development with Programmable Graphics Hardware covers integrating shadows to relief map objects, an important feature in fully integrating shadows into a game scenario.
Programming, Art

The Road to the IGF: Mind Control Software  
by Tim Turner [09.26.05]
Tim Turner recounts Oasis creator Mind Control Software's hectic final week experiences, preparing a total of 5 games to be entered into this year's Independent Games Festival.
Audio, Business/Marketing, Design, Programming, Production, Art

Book Review: Introduction to Game Development  
by Brad Kane [09.21.05]
Reviewer Brad Kane recommends this encompassing book which provides an introduction to all aspects of the theory and practice of game development, design, and production, and offers the expertise of over two dozen of the most respected experts in the industry.
Audio, Business/Marketing, Design, Programming, Production, Art, Book Reviews

Day in the Life: Phillip Bossant, Executive Producer and Art Director  
by Phillip Bossant [09.12.05]
The America 's Army Game Project Public Applications Team's Executive Producer and Art Director Phillip Bossant describes a Day in the Life of doing game development for the U.S. Army.
Design, Production, Art

Question of the Week Responses: Industry Starts?  
by Quang Hong [08.17.05]
Getting into the game industry can take a lot of work, and there's nothing quite like your first job in games. So, for a touch of nostagia, and a look at the whole process of breaking into the industry, the latest Question of the Week asked of our audience of game professionals: "How did you get your start in the video game industry?"
Business/Marketing, Design, Programming, Production, Art

Technical Event Wrap Up - SIGGRAPH 2005  
by morgan mcguire [08.11.05]
In a more technical complement to Brad Kane's recent SIGGRAPH 2005 Wrap Up, this article reviews the research papers presented this year that are the most relevant to game developers.
Programming, Art

Event Wrap Up: SIGGRAPH 2005  
by Brad Kane [08.08.05]
Find out what happened last week at the Los Angeles Convention Center for SIGGRAPH 2005, which showcased the latest in CG animation, visual effects, cutting edge technology, and all things computer graphics.

Book Review: Real-Time Cinematography for Games  
by Brad Kane [08.04.05]
The movie biz and game industry have a lot in common these days, with developers increasingly drawing on the lessons of Hollywood to bring a cinematic element to their games. In that vein, Kane reviews Real-Time Cinematography for Games, by game developer and computer scientist Brian Hawkins, which translates the time-tested principles of live-action filmmaking into the language of interactive gaming.
Design, Art, Book Reviews