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January 21, 2018
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Updates » 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

Video Game Deep Cuts: Those Hidden Coin-Operated E3 Boys  
by Gamasutra Staff [06.18.17]
This week's longform article highlights include behind-the-scenes on Hidden Folks, an interview about the Coin-Operated Americans book, interviews from E3, and much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Sucker Punch seeks an experienced Graphics Programmer  
by Staff [06.16.17]
Sucker Punch is looking for an experienced graphics engineer to join the company in working on an unannounced project at its studio in Bellevue, WA.
Console/PC, Programming, Art, Recruitment

Here's an illustrated walkthrough of how Hidden Folks was made  
by Alex Wawro [06.15.17]
It's a cute visual walkthrough of the devs' process, which evidently involves illustrator Sylvain Tegroeg drawing a ton of cartoonish objects and figures on paper, then scanning them using a cheap scanner.
Indie, Art, Production

Game Design Deep Dive: Creating the striking pixel art of Crawl 4
by Barney Cumming [06.15.17]
"Seeing such modern high-fidelity animation applied to such low-resolution art was a pretty bold look to my eye, and not one Iíd seen anywhere else."- Barney Cumming, artist on Powerhoof's Crawl
Console/PC, Indie, Art, Design, Video, Deep Dive

Don't Miss: How devs deal with 4 problem areas in VR game design 2
by Staff [06.14.17]
Developers with Playful Corporation, Carbon Games, Minority Media, and Cloudhead Games tell us how they surmounted unexpected design difficulties in their VR game projects.
VR, Console/PC, Indie, Art, Design, Production

Get a job: Bluehole is hiring a Sr. Character Animator  
by Staff [06.12.17]
Bluehole is looking for a Sr. Character Animator to join its animation and gameplay team and create high-quality animations.
Console/PC, Art, Recruitment

Don't Miss: 10 seminal game postmortems every developer should read 3
by Staff [06.12.17]
A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Programming, Art, Design, Production

Video Game Deep Cuts: Oxygen Arms Not Included  
by Gamasutra Staff [06.11.17]
This week's top longform articles & videos include the design of Klei's Oxygen Not Included, a look at Nintendo's Arms, and much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Street Fighter V and the impact of art design in fighting games  
by Staff [06.09.17]
At GDC 2017 Street Fighter V†art director Toshiyuki Kamei spoke at length about Capcom's approach to art directing fighting games -- and how fighting games are, in turn, shaped by their art style.
Console/PC, Art, Design, Video, Vault

Blog: Designing the art and visual language of Ikenfell 2
by Gamasutra Community [06.09.17]
Here's an article looking at how I approached to the art and visual design of Ikenfell, complete with screenshots and examples of my process.
Art, Design

Video: Sid Meier and Bruce Shelley's postmortem of Civilization  
by Staff [06.07.17]
Game industry luminaries Sid Meier and Bruce Shelley take the stage at GDC 2017 to present a Classic Game Postmortem on Sid Meier's Civilization and share their stories of making an enduring classic.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, History, Video, Vault

Blog: Understanding the pros and cons of voxels
by Gamasutra Community [06.06.17]
Here are some tips and tricks I've learned over the years that should help anyone building a game using voxels.
Programming, Art

Building replayability into the intricate architecture of Tokyo 42 1
by Chris Priestman [06.06.17]
The gameplay loop in this open, isometric world will be familiar to GTA fans. Free-roam to figure out escape routes and sightlines to use later, find hidden unlockables, or simply enjoy the scenery.
Console/PC, Indie, Art, Design, Video

Video Game Deep Cuts: Chuck E Cheese's Fallen London  
by Gamasutra Staff [06.04.17]
This week's top longform article/video highlights include the history of Nolan Bushnell's Chuck E Cheese arcade restaurants, the backstory of Fallen London, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Doing 2D game animation the Klei way  
by Staff [06.02.17]
At GDC 2017 two Klei staffers deliver an extensive talk about all aspects of how the studio does in-game character animation, from character design to polished symbol-based animation.
Indie, Art, Video, Vault

Don't Miss: Tekken's Harada reveals the roots of this seminal series' systems 7
by Staff [06.02.17]
Take a look back at this chat with Tekken director Katsuhiro Harada on the origins of the series' limb-based combat system, its plan to visually one-up Virtua Fighter, and its iconic floaty physics.
Console/PC, Art, Design

Blog: Polishing your game's visuals without an artist
by Gamasutra Community [06.02.17]
As a programmer, I sometimes feel intimidated by the work of polishing a game's visuals. Here are the steps I took to improve my project Jellybeam and why you shouldn't let the process scare you.

Chappie director considers selling experimental film assets on Steam  
by Alex Wawro [05.30.17]
Director Neill Blomkamp (District 9, Elysium, Chappie) has a new venture, Oats Studios, that's aiming to release short experimental films on platforms like Steam -- perhaps with downloadable 3D assets.
Social/Online, Art