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February 15, 2019
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Updates » Art
Don't Miss: A postmortem of the memorable Jurassic Park game Trespasser 4
by Staff [10.29.18]
"The parallels between the Trespasser project and [in-game character] John Parker Hammond's cloning project were numerous: ambitious beginnings, years of arduous labor, and the eventual tragic ending."
Console/PC, Programming, Art, Design, Production

Blog: Lessons learned in game art production - Part 1  
by Chris Kerr [10.29.18]
This article sums my experience in the production of two titles: Conflict0:Shattered and Dead Body Falls. The article is divided in two parts and this is part 1.
Art, Production

Video Game Deep Cuts: Killing Sims, Redeeming Deus Ex's Tools 2
by Gamasutra Staff [10.29.18]
This week's highlights include a morbid piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview on the tools used to make the classic Deus Ex.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Weekly Jobs Roundup: Square Enix, Monomi Park, and more are hiring now!  
by Staff [10.26.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Console/PC, Programming, Art, Production, Recruitment

10 level design tips and tricks 9
by Gamasutra Community [10.26.18]
Tom Pugh, level designer with UK-based Lucid Games, details 10 guidelines for level design, from implementing consistent affordance to the concept of "denial and reward."
Console/PC, Indie, Art, Design

Video Game Deep Cuts: The Astro Genius, Redeemed  
by Gamasutra Staff [10.21.18]
This week's highlights include a rave for Astro Bot VR, why game devs aren't getting Genius Grants, and a delightful Red Dead Redemption recap, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Weekly Jobs Roundup: Square Enix, Schell Games, and more are hiring now!  
by Staff [10.19.18]
Here are just some of the many developers looking for artists, designers, programmers, and more right now on the Gamasutra Job Board.
Indie, Programming, Art, Design, Production, Recruitment

GDC 2019 is now open for registration!  
by Staff [10.17.18]
Now's the time to register for GDC 2019! You'll want to look at pass options and register early to get the best price. Plus, some passes have limited quantities so if you’re interested, don't wait!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Get a job: Experius is looking for an Unreal 4 Environment Artist  
by Staff [10.16.18]
The Culver City-based team is seeking a self-motivated and experienced 3D generalist for a virtual reality project.
VR, Art, Recruitment

Submissions are now open for the GDC 2019 Tutorials!  
by Staff [10.16.18]
Hey devs, GDC 2019 has put out a call for submissions of lectures and panels that would be a good fit for 6 of the conference's popular Tutorials, from the Level Design Workshop to eSports Day!
Console/PC, Indie, Art, Design, Production, GDC

Q&A: Inside the tools and techniques used to build The Crew 2's open world  
by Alan Bradley [10.16.18]
Gamasutra recently sat down with David Guillaume and Carl Pedimina of Ivory Tower to dig the technical aspects of creating an online world that is both massive and extremely detailed.
Console/PC, Art, Design

Why Paradox is bringing visual editing tools to its next engine update 1
by Alissa McAloon [10.15.18]
"We want to put as much power as we can into the hands of the people who are making content," says engine team lead John Wordsworth. "They shouldn’t have to ask a coder for help."
Console/PC, Programming, Art, Audio, Design

Video Game Deep Cuts: Smash That Magic Spiderweb  
by Gamasutra Staff [10.14.18]
This week's highlights include a neat Smash Bros interview, a review of Magic Leap's reveal party, and words of wisdom from Spiderweb Software, among many others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Bringing Camouflaj's République to PlayStation 4  
by Paul Alexander [10.11.18]
The curious story of how Camouflaj's episodic game République made its way from iOS in 2013 to Steam and then onto PS4 involves an engine overhaul, a port house, and a tricky overseas deal.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Get a job: Ghosts of Tsushima dev Sucker Punch seeks an Outsource Artist  
by Staff [10.10.18]
Seattle-based Sucker Punch is hiring a driven, self-directed Outsource Artist to use their artistic eye and technical skills to help create the world of Ghost of Tsushima for PlayStation 4.
Console/PC, Art, Recruitment

Sponsored Content
'The Navigator's' life-size mech shows off Magic Leap's otherworldly potential 4
by John-Michael Bond [10.09.18]
Meow Wolf's crew of artists and developers specialize in creating vivid AR scenarios, and The Navigator, on display at L.E.A.P. was a stunning example of how Magic Leap can be used to enhance these experiences.
VR, Art, Design, Video, Sponsored Article, Magic Leap

Video Game Deep Cuts: Uri Geller's Pessimistic Starlink  
by Gamasutra Staff [10.07.18]
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: 6 ways that the Final Fantasy series continues to influence devs 5
by Staff [10.05.18]
"Final Fantasy was the first game that really made you feel something for characters, and feel that the game world meant something," says Andrew Allanson, whose YIIK was inspired by the franchise.
Console/PC, Art, Design

Die, die, die: Boss battle design in Death's Gambit  
by Joel Couture [10.05.18]
Death's Gambit literally began as a google doc of boss ideas," says Alex Kubodera, co-founder of Death's Gambit dev White Rabbit, in this deep dive into the boss-centric game's combat design.
Console/PC, Indie, Art, Design, Production

Breaking fences, escaping dinosaurs?! Oh my, it's Parkasaurus' developers  
by John Harris [10.05.18]
Gamasutra spoke to one half of Washbear and co-developer of Parkasaurus, Chris McQuinn to explore the design and intent of the slightly-silly dino zoo sim Parkasaurus.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing, Video