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August 24, 2019
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Updates » Art
Blog: How to make booth art as an indie developer 2
by Gamasutra Community [01.22.18]
From concept to realization, here's the booth art we produced for our upcoming indie game Lake Ridden, which was displayed at EGX in Birmingham, in front of 80 000 visitors.
Art, Business/Marketing

Video Game Deep Cuts: Labo On A Police Quest? 1
by Gamasutra Staff [01.21.18]
This week's Video Game Deep Cuts includes what certain editors think of Nintendo's Labo accessory for the Switch, a masterful look at the making of Sierra's incendiary Police Quest IV, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Inside the 4-year development of Stardew Valley 49
by Chris Baker [01.19.18]
In this classic feature, dev Eric Barone reflects on his 4 years of 70-hour weeks to make Stardew Valley. "You should be free to work yourself to the bone, but not to force someone else to do that."
Indie, Programming, Art, Design, Production

At GDC 2018, get tips on creating lovable characters from a Moss dev  
by Staff [01.19.18]
At GDC 2018 Moss maker Polyarc's own Brendan Walker will dig into the nuts and bolts of crafting believable and engaging VR characters and environments in your game.
VR, Console/PC, Art, Design

Weekly Jobs Roundup: Ubiquity6, Imangi Studios, and more are hiring now!  
by Staff [01.17.18]
If you're a programmer, engineer, designer, UI artist, or community manager looking for work in game development, these companies are currently taking applications.
Programming, Art, Design, Business/Marketing, Recruitment

Don't skip the smorgasbord of great talks at GDC 2018's Indie Games Summit!  
by Staff [01.16.18]
It's 2 months 'til GDC 2018, so organizers want to highlight some great Indie Games Summit talks on everything from portraying death in games to what's involved with porting your game.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Adding depth to 2D with hand-drawn normal maps in The Siege and the Sandfox 4
by Jay Allen [01.16.18]
Gamasutra speaks with Cardboard Sword artist Keith Duke-Cox about hand-drawing normal maps to add a sense of visual depth to their 2D platformer, The Siege and the Sandfox.
Indie, Art

Video Game Deep Cuts: Getting Over Desert Golf's Loot Boxes  
by Gamasutra Staff [01.14.18]
The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: The state of game development in Africa 4
by Richard Moss [01.12.18]
In this timeless feature, local devs dream of African heroes and mythical beings embraced by people around the world — whatever their ethnicity — in the same way they've embraced the likes of Thor.
Console/PC, Indie, Art, Design, Business/Marketing

Horizon Zero Dawn and PUBG among top 2018 D.I.C.E. Award noms  
by Alissa McAloon [01.12.18]
All in all, 68 games have been nominated for this year’s event including The Legend of Zelda: Breath of the Wild, Gorogoa, and Hellblade: Senua's Sacrifice.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design

Video: How the Child of Light devs designed a visually unique character  
by Emma Kidwell [01.09.18]
In this GDC 2014 session Ubisoft Montreal's Patrick Plourde goes over how the team designed the main character's appearance in Child of Light.
Art, Video

Come on and slam at the GDC 2018 NBA Jam Classic Game Postmortem!  
by Staff [01.09.18]
Mark Turmell, a longtime game designer and programmer who's been making games since the '80s, will be at GDC 2018 in March to present a fascinating Classic Game Postmortem of NBA Jam
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Video Game Deep Cuts: A Warframe In The Arizona Sunshine  
by Gamasutra Staff [01.07.18]
This week's longform article/video highlights include why Warframe is a (somewhat more) ethical approach to free-to-play, bringing Arizona Sunshine to PlayStation VR, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How reference data was captured for Forza Motorsport 5 1
by Emma Kidwell [01.04.18]
In this GDC 2015 session, Microsoft Studios' Arthur Shek discusses the technologies behind gathering reference data for Forza Motorsport 5.
Art, Video

Don't Miss: Devs recount their first game design experiences 5
by Joel Couture [01.04.18]
When were you first bitten by the game design bug? Was it a mod level? A playground game? A cool Mario level scribbled in crayon? We asked 19 developers to share their origin stories with us.
Console/PC, Indie, Art, Design

Don't Miss: Color in games: An in-depth look at one of game design's most useful tools 15
by Gamasutra Community [01.03.18]
"Knowledge about color spans across several disciplines: physics, biology, psychology, art, and design. It is a useful tool for the artist to create emotion, and for the game designer to emphasize function."
Art, Design

Get a job: Sanzaru Games is hiring an Environment Artist  
by Alissa McAloon [01.03.18]
Sanzaru Games is hiring an Environment Artist to help define AAA scenery as a member of its California-based team.
Art, Recruitment

Q&A: Applying cubism and minimalism to game design in AER: Memories of Old  
by John Harris [01.03.18]
Gamasutra discusses unexpected sources of inspiration and the challenges of indie marketing with the director of the striking indie game AER: Memories of Old.
Console/PC, Indie, Art, Design, Video

Video: The dos and don'ts of putting together a creative portfolio 1
by Emma Kidwell [01.02.18]
Industry artists go over what can make or break a creative portfolio, offering practical advice for artists seeking to improve their work.
Art, Video

Best of 2017: Game Design Deep Dive: Creating believable crowds in Planet Coaster 3
by Staff [12.29.17]
"10,000 guests was what we targeted, and simulating each seemed like a challenge. This was where using flow/potential fields became very appealing." - Owen McCarthy, principal programmer at Frontier.
Console/PC, Programming, Art, Audio, Design