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January 18, 2018
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Updates » Art
Video Game Deep Cuts: A Failure To NBA Jam  
by Gamasutra Staff [07.09.17]
This week's longform game article/video highlights include GDC's Indie Summit Failure Workshop, an oral history of NBA Jam, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Video: Art directing the procedurally-generated dystopia of We Happy Few  
by Staff [07.07.17]
Compulsion Games' Whitney Clayton speaks at GDC 2017 about research, world building, and production challenges on We Happy Few, a game set in a procedurally-generated '60 dystopian drug paradise.
Indie, Art, Production, Video, Vault

Composer and director of Rakuen on crafting an evocative soundtrack 1
by Joel Couture [07.05.17]
"Being both the composer and game developer helped a lot. Music wasn't an afterthought; I was able to take it into account from the very beginning of development.”
Console/PC, Indie, Art, Audio, Design, Video

Sumo Digital acquires art and design specialist Atomhawk  
by Chris Kerr [07.04.17]
British game developer-publisher Sumo Digital has acquired digital art and design specialist Atomhawk for an undisclosed fee.
Art, Business/Marketing

Get a job: Be a Character Artist at Insomniac Games  
by Staff [07.03.17]
Insomniac Games is looking for a character artist to create models, textures, and shaders for characters and other key assets for its games in Burbank, CA.
Console/PC, Art

Video Game Deep Cuts: Billy Mitchell's Cuphead Thumper  
by Gamasutra Staff [07.02.17]
This week's longform article/video highlights include the complex history of Cuphead, Billy Mitchell ten years on from King Of Kong, and behind the scenes on the making of Thumper.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

The unique development constraints of Cuphead's painstakingly hand-drawn art  
by Alissa McAloon [06.29.17]
How StudioMDHR created Cuphead's hand-drawn animation, and how that art style ultimately impacted the rest of the game's development.
Console/PC, Indie, Art, Design

How Prey uses a foliage shader to make its aliens look alien  
by Alex Wawro [06.27.17]
"All the effects are meant to support the global Typhon design as something, to quote Raphael [Colantonio], 'that does weird shit,'" Prey lead visual designer Emmanuel Petit tells RPS in a new chat.
Console/PC, Art, Design

Game Design Deep Dive: Visualizing Cryptark's 2D sci-fi world
by Jesse McGibney [06.27.17]
"Rather than looking back at the past with retro pixel-art styles, I want to apply modern techniques and technology and see what new visuals can be made." - Jesse McGibney, Creative Director at Alientrap
Console/PC, Indie, Art, Design, Video, Deep Dive

Don't Miss: The 7 greatest graphics innovations brought about by the SNES 9
by Staff [06.26.17]
'The SNES was the golden age of pixel art,' says Eric Barone, creator of Stardew Valley. 'It had enough complexity to look interesting, but was limited enough that you had to be creative with it.'
Console/PC, Art, Design

Experiencing a protagonist's personal hell in The Town of Light  
by Katherine Cross [06.26.17]
This harrowing game, set it a real mental hospital that was closed in the 1970s, turns your stomach not with blood or gore but with a deep understanding of its protagonist's personal hell.
Console/PC, Indie, Art, Design, Video

Video Game Deep Cuts: You Don't Know Jack Bandicoot  
by Gamasutra Staff [06.25.17]
This week's longform article/video highlights include a history of the You Don't Know Jack developers, two pieces about Crash Bandicoot - both original and remaster - and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Get a job: Sanzaru Games is hiring a VFX Artist  
by Staff [06.23.17]
Sanzaru Games is looking for a talented VFX Artist to join its California-based development team in crafting visually stunning and immersive worlds for consoles, PC, and VR.
VR, Console/PC, Art, Recruitment

VRDC Q&A: Tilt Brush's Patrick Hackett  
by Emma Kidwell [06.23.17]
Patrick Hackett, co-creator of the VR art application Tilt Brush, will be at VRDC Fall 2017. Here, he explains how he crossed over from Double Fine to a VR startup, and shares thoughts on future of VR.
VR, Console/PC, Art, Design, Business/Marketing

Get a job: Naughty Dog is hiring a Character Shading TD  
by Staff [06.22.17]
Naughty Dog is looking for a Character Shading TD to take charge and make sure the surface materials of its characters look fantastic.
Art, Recruitment

How Naughty Dog broke Sony's hardware rules to create Crash Bandicoot  
by Alissa McAloon [06.22.17]
'They were very worried that if they shipped this game, all the PlayStations in the world would break because their CD drives would melt.'
Console/PC, Programming, Art, Design, Production

Indie game artists can soon seek funding and support from The Liberty Foundation  
by Alex Wawro [06.21.17]
Designer and organizer Andy McMillan has launched a new venture that may be of special interest to some devs: The Liberty Foundation, an organization that seeks to fund and support indie artists.
Indie, Art

Get a job: Deep Silver Volition is hiring a Sr. UI Artist  
by Staff [06.21.17]
Deep Silver Volition is seeking an experienced UI Artist to help own and drive the style of its interface as it starts its next project in Champaign, Illinois.
Console/PC, Art

Environment art isn't about 'making pretty things', what's it about? 7
by Jason Hickey [06.21.17]
Jason Hickey, lead environment artist on Insomniac Games' upcoming Spider-Man offers practical tips about what it takes to be a great environment artist -- and no, it's not all about making pretty things.
Console/PC, Indie, Art, Production

Get a job: Big Red Button is hiring an Environment Artist  
by Staff [06.20.17]
Big Red Button Entertainment is looking for a Jr./Mid-Level Environment Artist to create level terrain and game-ready assets as a member of its team in El Segundo, California.
Art, Recruitment