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October 19, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
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  • Contributors:
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    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Art
Weekly Jobs Roundup: Square Enix, Schell Games, and more are hiring now!  
by Staff [10.19.18]
Here are just some of the many developers looking for artists, designers, programmers, and more right now on the Gamasutra Job Board.
Indie, Programming, Art, Design, Production, Recruitment

GDC 2019 is now open for registration!  
by Staff [10.17.18]
Now's the time to register for GDC 2019! You'll want to look at pass options and register early to get the best price. Plus, some passes have limited quantities so if you’re interested, don't wait!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Get a job: Experius is looking for an Unreal 4 Environment Artist  
by Staff [10.16.18]
The Culver City-based team is seeking a self-motivated and experienced 3D generalist for a virtual reality project.
VR, Art, Recruitment

Submissions are now open for the GDC 2019 Tutorials!  
by Staff [10.16.18]
Hey devs, GDC 2019 has put out a call for submissions of lectures and panels that would be a good fit for 6 of the conference's popular Tutorials, from the Level Design Workshop to eSports Day!
Console/PC, Indie, Art, Design, Production, GDC

Q&A: Inside the tools and techniques used to build The Crew 2's open world  
by Alan Bradley [10.16.18]
Gamasutra recently sat down with David Guillaume and Carl Pedimina of Ivory Tower to dig the technical aspects of creating an online world that is both massive and extremely detailed.
Console/PC, Art, Design

Why Paradox is bringing visual editing tools to its next engine update 1
by Alissa McAloon [10.15.18]
"We want to put as much power as we can into the hands of the people who are making content," says engine team lead John Wordsworth. "They shouldn’t have to ask a coder for help."
Console/PC, Programming, Art, Audio, Design

Video Game Deep Cuts: Smash That Magic Spiderweb  
by Gamasutra Staff [10.14.18]
This week's highlights include a neat Smash Bros interview, a review of Magic Leap's reveal party, and words of wisdom from Spiderweb Software, among many others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Bringing Camouflaj's République to PlayStation 4  
by Paul Alexander [10.11.18]
The curious story of how Camouflaj's episodic game République made its way from iOS in 2013 to Steam and then onto PS4 involves an engine overhaul, a port house, and a tricky overseas deal.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Get a job: Ghosts of Tsushima dev Sucker Punch seeks an Outsource Artist  
by Staff [10.10.18]
Seattle-based Sucker Punch is hiring a driven, self-directed Outsource Artist to use their artistic eye and technical skills to help create the world of Ghost of Tsushima for PlayStation 4.
Console/PC, Art, Recruitment

Sponsored Content
'The Navigator's' life-size mech shows off Magic Leap's otherworldly potential 4
by John-Michael Bond [10.09.18]
Meow Wolf's crew of artists and developers specialize in creating vivid AR scenarios, and The Navigator, on display at L.E.A.P. was a stunning example of how Magic Leap can be used to enhance these experiences.
VR, Art, Design, Video, Sponsored Article, Magic Leap

Video Game Deep Cuts: Uri Geller's Pessimistic Starlink  
by Gamasutra Staff [10.07.18]
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: 6 ways that the Final Fantasy series continues to influence devs 5
by Staff [10.05.18]
"Final Fantasy was the first game that really made you feel something for characters, and feel that the game world meant something," says Andrew Allanson, whose YIIK was inspired by the franchise.
Console/PC, Art, Design

Die, die, die: Boss battle design in Death's Gambit  
by Joel Couture [10.05.18]
Death's Gambit literally began as a google doc of boss ideas," says Alex Kubodera, co-founder of Death's Gambit dev White Rabbit, in this deep dive into the boss-centric game's combat design.
Console/PC, Indie, Art, Design, Production

Breaking fences, escaping dinosaurs?! Oh my, it's Parkasaurus' developers  
by John Harris [10.05.18]
Gamasutra spoke to one half of Washbear and co-developer of Parkasaurus, Chris McQuinn to explore the design and intent of the slightly-silly dino zoo sim Parkasaurus.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing, Video

Get a job: Sucker Punch Productions is hiring a Lead Lighting Artist  
by Staff [10.02.18]
Sucker Punch Productions is looking for a talented Lead Lighting artist with a solid understanding of current run-time rendering technologies to illuminate the world of Ghost of Tsushima.
Art, Recruitment

Don't Miss: Crafting the visuals of 20XX for maximum comprehensibility  
by Staff [10.01.18]
"The game's second visual iteration took on a very colorful, Saturday-morning-cartoon kind of vibe, which ended up working really well with the game's quick pace and need for instant player reactions."
Console/PC, Indie, Art, Design

Video Game Deep Cuts: Uncle Buddy's Wattam Is Strange  
by Gamasutra Staff [10.01.18]
This week's highlights include an overview of a very odd old Mac game, Keita Takahashi on making games in tough times, and a close look at Life Is Strange 2.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: How Playground imports real skies into Forza Horizon 3
by Bryant Francis [09.28.18]
In this classic feature, Forza Horizon 3 art director Benjamin Penrose explains how Playground Games went all the way down under to get real skies to put into their wide-ranging racing game.
Console/PC, Art, Design

Don't Miss: How reference data was captured for Forza Motorsport 5 1
by Staff [09.27.18]
Microsoft Studios' Arthur Shek discusses the technologies behind gathering reference data for Forza Motorsport 5.
Art

Get a job: The NYU Game Center is hiring Assistant Arts Professors  
by Staff [09.26.18]
The NYU Game Center is searching for two game artists to join its full-time faculty in an Assistant Arts Professor (non-tenure, contract) position.
Art, Recruitment