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July 22, 2018
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Updates » Art
Blog: Camera logic in a 2D platformer 5
by Jochen Heizmann [12.04.17]
Getting the camera right in a 2D platformer is not as easy as it might seem. In our game Tiny Thor we have experimented with various options and I want to describe which techniques we ended up using.
Console/PC, Indie, Art, Design

Video Game Deep Cuts: Dream Of A Million Onions  
by Gamasutra Staff [12.03.17]
This week's best articles and visuals around games include a podcast about Dream Daddies, a wonderful video profile of Million Onion Hotel creator Yoshiro Kimura, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Learn animation principles, design tips, and more at GDC 2018's VFX Bootcamp  
by Staff [11.30.17]
GDC 2018 organizers are reminding you to make time to check out all the cutting-edge talks taking place during the day-long VFX Bootcamp that helps kick off the conference next year in San Francisco.
Console/PC, Indie, Art, GDC

Video: Animating the spy fantasy in Splinter Cell: Blacklist  
by Staff [11.29.17]
At GDC 2014 Splinter Cell: Blacklist dev Kristjan Zadziuk offers an inside look at the game's animation pillars, the technical challenges faced by the animation team, and how they overcame them.
Console/PC, Art, Design, Video, Vault

Weekly Jobs Roundup: Visual Concepts, Pixelberry Studios, and more are hiring now  
by Staff [11.28.17]
This week's roundup of game development job openings includes companies looking to hire animators, engineers, and more.
VR, Console/PC, Smartphone/Tablet, Programming, Art, Production, Recruitment

Video Game Deep Cuts: HAL In The Clouds, Monster-Free  
by Gamasutra Staff [11.26.17]
The latest Video Game Deep Cuts includes a look at HAL Laboratory's last self-published title, a poke at a famous game artwork's use of Mario's clouds, and how SOMA's patch allows you to play sans monsters. 
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Portraying migrants' struggles via cellphones in Bury Me, My Love  
by Joel Couture [11.23.17]
"The vast majority of migrants have smartphones. We felt the best way to tell the story we wanted to tell efficiently was to mimic the device they use and the way they use it."
Console/PC, Indie, Art, Design, Video

Weekly Jobs Roundup: Blizzard, Heart Machine, and Insomniac Games are hiring now  
by Staff [11.22.17]
This week's roundup of game development job openings includes companies looking to hire Artists, UI Engineers, Level Designers, and more.
Programming, Art, Design, Recruitment

Don't Miss: Do we always have to strive for 'realism'? 17
by Staff [11.22.17]
In this reprint from the January 2010 issue of Game Developer magazine, Damion Schubert contends that the pursuit of realism can sometimes lead to pretty unrealistic experiences.
Art, Design

Mass Effect's dialog scenes were inspired by British sitcom 'Extras', says former dev  
by Alex Wawro [11.21.17]
To mark its 10th birthday, animator Jonathan Cooper shared trivia about Mass Effect's production -- including that its iconic over-the-shoulder chats were directly inspired by 'Extras'.
Console/PC, Art

What are devs saying about the design of Super Mario Odyssey?
by Joel Couture [11.21.17]
We asked a few game developers what they made of Nintendo EPD's latest release, Super Mario Odyssey. We got some insightful analysis, some in-depth design critiques, some measured criticisms, and a whole lot of unrestrained gushing.
Console/PC, Art, Design, Production

IGF 2018 debuts juries for Narrative, Nuovo, and Visual Art awards  
by Staff [11.20.17]
To recognize their contributions to the process, organizers would like to celebrate those who have volunteered their time and talent to take part in judging for a few of the IGF 2018 awards.
Indie, Art, Design, IGF

10th Anniversary Classic Postmortem: Harmonix's Rock Band GDMag Exclusive  
by Rob Kay [11.20.17]
Harmonix's Rock Band, released on this day 10 years ago, was the culmination of the hottest gaming trend of the decade. Enjoy this in-depth postmortem, which originally ran in Game Developer magazine.
Console/PC, Art, Audio, Design, Production, Business/Marketing, History, Video, GD Mag Exclusive

Video Game Deep Cuts: A Need For Soderbergh's PlayerUnknown 2
by Gamasutra Staff [11.19.17]
The best longform articles & podcasts of the week include a look at Need For Speed's monetization, Steven Soderbergh's new interactive film project, and a podcast talking to Brendan 'PlayerUnknown' Greene.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Yacht Club Games is hiring a Sr. 3D Art Generalist  
by Staff [11.17.17]
Yacht Club Games is looking for an experienced 3D Art Generalist to develop in-game art assets for its future projects.
Art, Recruitment

Blog: Rendering the mud and water of Spintires:MudRunner 8
by Pavel Zagrebelnyy [11.16.17]
Here we present technical details behind rendering of mud and water in Spintires:MudRunner, a driving simulation game, developed by Saber Interactive and published by Focus Home Interactive.
Console/PC, Indie, Programming, Art, Design

Get a job: Bartlet Jones Supernatural Detective Agency is hiring a Lead 3D Artist  
by Staff [11.15.17]
Bartlet Jones Supernatural Detective Agency is looking for a Lead 3D Artist with a good balance of creative and technical abilities to join it at its San Diego-based game dev studio.
Art, Recruitment

The making of 20XX: Listening well and lucking out 7
by Chris King [11.15.17]
We developed 20XX over the course of 4 years, most of which ended up being public via Early Access. We talk about the game's timeline, lessons learned, and how competition affected our development.
Console/PC, Indie, Art, Design

Don't Miss: 5 tips on making great DLC from Dying Light: The Following devs 1
by Gamasutra Community [11.14.17]
The developers of the well-received expansion Dying Light: The Following share advice and lessons on the many different aspects of making great DLC.
Console/PC, Programming, Art, Design, Production, Business/Marketing

Get a job: Wolcen Studio is hiring a Sr. 3D Animator  
by Staff [11.14.17]
Nice-based Wolcen Studio is looking for a passionate and ambitious Senior 3D Animator to bring to life the characters and creatures of its game.
Art, Recruitment