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August 18, 2019
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Updates » Art
Follow Gamasutra's VRDC Fall 2017 coverage right here!  
by Staff [09.19.17]
VRDC Fall 2017 is happening this week! Gamasutra will be there to cover a wide variety of talks, panels, and demos during the show, which is happening this Thursday and Friday, September 21-22.
VR, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Insomniac Games is hiring an experienced UI Artist  
by Staff [09.18.17]
Insomniac Games is looking for a Mid to Sr. UI Artist to develop art content and motion graphics for its upcoming Spider-Man game in Burbank, CA.
Art, Recruitment

Video Game Deep Cuts: An HDR Tooth Nindie Tail? 2
by Gamasutra Staff [09.17.17]
Top game articles & videos for the week include the state of HDR in gaming, behind the scenes on new RTS Tooth & Tail, and stories from some key Nintendo indies.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Get a job: WRKSHP is hiring a Sr. Game Artist  
by Staff [09.15.17]
WRKSHP is looking for a Sr. Game Artist to create high-quality production art assets for its mobile MMO Beat Fever.
Art, Recruitment

Blog: How real-world politics could improve your game 6
by Gamasutra Community [09.15.17]
Many game developers shy away from real-world politics in their virtual worlds, but taking inspiration from contemporary politics, history, and culture can make narratives richer and more compelling.
Art, Design

How one man turns Garry's Mod scenes into art  
by Alex Wawro [09.14.17]
"In short: it was the perfect canvas I could project myself onto," says 10-year Garry's Mod player and artist Michael "Vioxtar" Efraim. "Today, posing in Gmod is my number one creative outlet."
Indie, Art

Classic Postmortem: How Maxis avoided sequel-itis on The Sims 2 1
by Lucy Bradshaw [09.14.17]
On this day in 2004, EA released The Sims 2. In this classic postmortem from Game Developer magazine, Lucy Bradshaw and the Maxis team recount what went right and what went wrong during development.
Console/PC, Art, Design, Production, Business/Marketing, History

Game Design Deep Dive: The asymmetric multiplayer of Rising Storm 2: Vietnam 2
by Jack Hackett [09.13.17]
"Whilst the first game had been asymmetric in the tools given to each soldier, Rising Storm 2’s asymmetry was tactical and strategic, reflecting the differences in how each army fought the war."
Console/PC, Indie, Art, Design, Production, Video, Deep Dive

Thinking about HDR support? Devs say it's effective, but expensive  
by Alex Wawro [09.12.17]
A few devs talked about the costs/rewards of HDR (high dynamic range) support with PCGamer, and it's worth a read if you're curious about how folks at different studios approach this display tech.
Console/PC, Indie, Art, Production

Don't Miss: How Bungie forged a new artistic direction for Destiny 10
by Christian Nutt [09.12.17]
In this classic feature, senior environment artist Jason Sussman takes us on a tour of how Bungie creates worlds that are both "hopeful" and "inspiring" (as well as fun and functional).
Console/PC, Art

Video Game Deep Cuts: The Secret World Of Dad Of Light  
by Gamasutra Staff [09.10.17]
This week's long form article/video highlights include the depths of the Secret World role-playing community, a unique new Final Fantasy-themed TV show, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Infinity Ward is hiring a Senior Visual Effects Artist  
by Staff [09.07.17]
Infinity Ward is looking for an experienced Visual Effects Artist to author high-quality, photo-real particle effects as a member of its team in Woodland Hills, CA.
Art, Recruitment

Classic Postmortem: Klei Entertainment's Mark of the Ninja  
by Jamie Cheng & Nels Anderson [09.07.17]
Five years ago today, Klei Entertainment released their well-received stealth title Mark of the Ninja on Xbox 360. In honor of the anniversary, we present an in-depth postmortem on the game's design.
Console/PC, Indie, Art, Design, Production, Video

Chat with one of the minds behind Songbringer today at 3PM EDT  
by Bryant Francis [09.06.17]
We're talking to Songbringer developer Nathanael Weiss today at 3PM EDT.
Console/PC, Art, Design, Video

Q&A: Cracking the code of China's mobile market with Ubisoft's Palasse  
by Mathew Kumar [09.06.17]
"We have to learn from the Chinese market about monetization and retention. Doing games that are free and that people stick with for years, that takes a real expertise."
Smartphone/Tablet, Art, Design, Business/Marketing

How Obsidian replicated the look of an Infinity Engine game -- in 2015  
by Alex Wawro [09.05.17]
"We had no idea how the tech would even work," dev Adam Brennecke told RPS. "8 months of development was trying to figure out how to actually make a game that still looked like the Infinity Engine."
Console/PC, Art

Don't Miss: Exploring cascaded voxel cone tracing in The Tomorrow Children 8
by James McLaren [09.05.17]
"Rather than a traditional forward or deferred lighting system, we created a system that lit everything by tracing cones through voxels," explains James McLaren, director of engine technology at Q-Games.
Console/PC, Programming, Art

Video Game Deep Cuts: Maybe Tomorrow, Everybody's Golf?  
by Gamasutra Staff [09.03.17]
This week's highlights include a piece on what happens when The Tomorrow Children goes away, a silly Everybody's Golf video, & a host of other neat articles/videos.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production

Get a job: Sanzaru Games is hiring a UI Artist  
by Staff [09.01.17]
Sanzaru Games is looking for a talented UI Artist to join its development team in crafting visually stunning and immersive worlds in Foster City, CA.
Art, Recruitment

Video: Producing animated content quickly while working with indie resources  
by Staff [08.30.17]
Learn how the animation team at Phoenix Labs is producing triple-A sized content on an indie budget.
Console/PC, Art, Video