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June 22, 2018
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  • Editor-In-Chief:
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  • Contributors:
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    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Art
Video: How to improve communication during artistic critique  
by Emma Kidwell [02.02.18]
In this 2016 GDC session, Secret Portal's Jeff Hesser practical strategies that can be used by anyone who needs to give or receive critical feedback about art in video game production.
Console/PC, Art, Production, Video

Level up your skills at the GDC 2018 Technical Artist Bootcamp!  
by Staff [01.31.18]
The GDC 2018 Technical Artist Bootcamp is shaping up to be a fantastic day-long learning opportunity, with expert sessions that offer deep dives into different facets of art & tech in game production.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Production, GDC

Video: How artists embraced change in BioShock Infinite  
by Emma Kidwell [01.29.18]
In this GDC 2014 session, artist Gavin Goulden discusses the development of Elizabeth from BioShock Infinite and BioShock Infinite: Burial at Sea in the context of an asset pipeline.
Console/PC, Art, Video

Get a job: Skydance Interactive is hiring an Art Director  
by Staff [01.29.18]
Skydance Interactive is looking for a talented Art Director to oversee the entire art vision, pipeline and production on a project as a member of its team in Marina Del Rey, California.
Art, Recruitment

Don't Miss: Breaking down the visual design of Shadow of the Colossus 3
by Gamasutra Community [01.29.18]
"It is not the graphic engine that left its mark on the players, but the beautiful art direction of the game." Frederic Fourcade shares his observations from the PS2 version of the iconic game.
Console/PC, Art, Design

PSA: 2 days left to register early for GDC 2018 at a discounted rate!  
by Staff [01.29.18]
With just over 48 hours to go before early registration for Game Developers Conference 2018 ends Wednesday, January 31st at 11:59 PM Pacific, now's the time register at a discounted rate!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Video Game Deep Cuts: Gorogoa's Lair of Coziness  
by Gamasutra Staff [01.29.18]
This week's Video Game Deep Cuts includes a deep dive into Gorogoa, what went wrong in the making of Lair, and the concept of 'coziness' in games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Wargaming is hiring a Technical Animator  
by Staff [01.26.18]
Wargaming Chicago-Baltimore is looking for a Technical Animator with 3DS Max, Maya, and Motion Builder experience to join its growing team.
Art, Recruitment

Designing Engare, a game born of a charming geometry problem 1
by Joel Couture [01.26.18]
"One day my geometry teacher asked a question and everyone in the class was so fascinated by that question," says Engare dev Mahdi Bahrami. "I decided to make a little game based on this question."
Indie, Art, Design

PSA: GDC 2018 attendees, book your travel and accommodations!  
by Staff [01.25.18]
If you're planning on attending GDC 2018 in March, book your travel and accommodations sooner rather than later -- you can access discounted rates via the GDC Travel hub!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: Breaking down the scenography of Kentucky Route Zero  
by Staff [01.25.18]
Kentucky Route Zero developer Tamas Kemenczy breaks down the game's artistic inspiration.
Indie, Art

Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells 3
by Thomas Vasseur [01.25.18]
"To make up for the lack of bandwidth and still deliver on quality, we had to find a pipeline that could give us great looking pixel art, without having to hand draw each and every retake," writes Dead Cells artist Thomas Vasseur.
Console/PC, Indie, Art, Production, Video, Deep Dive

7 influential immersive sims that all devs should play 4
by Richard Moss [01.24.18]
Gamasutra checks in with some devs from around the industry to highlight some key games in the genre that all developers should study, in an effort to understand the strengths of the immersive sim.
Console/PC, Indie, Art, Audio, Design

GDC 2018 Animation Bootcamp welcomes talks on Shadow of War, Horizon, and more!  
by Staff [01.23.18]
At GDC 2018 the Animation Bootcamp kicks off on Monday with a series of great talks aimed at exploring new frontiers in game animation, touching on everything from Shadow of War to Horizon Zero Dawn!
Console/PC, Indie, Programming, Art, GDC

Enjoy a Classic Game Postmortem of Sonic the Hedgehog at GDC 2018!  
by Staff [01.22.18]
If you're coming to the Game Developers Conference this year you've gotta go (fast!) to the Classic Game Postmortem of Sonic the Hedgehog, presented by original devs Hirokazu Yasuhara and Naoto Oshima!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Obituary: Iconic video game cover artist Bob Wakelin
by Chris Kerr [01.22.18]
He was responsible for creating the covers to a number of classics including Contra, Operation Wolf, Rainbow Islands, and Ocean Software's Batman
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