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January 19, 2018
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Updates » Art
Remedy and Nvidia are using neural networks to streamline animation 3
by Chris Kerr [08.03.17]
Alan Wake and Quantum Break developer Remedy is working with tech giant Nvidia to create a streamlined motion capture and animation system. 
Art, Audio, Production, Video

Video Game Deep Cuts: The Prison Of The Night Trap Kickmen  
by Gamasutra Staff [07.30.17]
This week's highlights include an article series about gaming in prison, behind the scenes of Night Trap, & how satirical soccer game Enter The Kickmen got made.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Infinity Ward is hiring a Senior Visual Effects Artist  
by Staff [07.28.17]
Infinity Ward is looking for a Sr. Visual Effects Artist to use its in-house particle editor to author high quality, photo-real particle effects and implement them into its game engine.
Art, Recruitment

Video: Animating pups, boars & other quadrupeds in The Flame in the Flood  
by Staff [07.24.17]
At GDC 2017 The Molasses Flood's Gwen Frey, sole animator on The Flame in The Flood, discusses how to rapidly generate triple-A quadruped locomotion as an indie dev.
Indie, Art, Video, Vault

Get a job: Be a Character Artist at Insomniac Games  
by Staff [07.24.17]
The folks at Insomniac Games are looking for an artist to join the team as a character artist working on the studio's upcoming Spider-Man game at its offices in Burbank, California.
Console/PC, Art, Recruitment

Don't Miss: Dying Light: The Following devs share 5 tips for making great DLC 1
by Staff [07.24.17]
From upping your level design game to introducing new mechanics, here are five tips from the developers of Dying Light: The Following devs on creating quality DLC.
Console/PC, Art, Design, Production

Sponsored: Evolving the tech behind God of War  
by Santa Monica Studio [07.24.17]
As Santa Monica Studio takes God of War in a bold new direction, the studio shares key technological highlights that make this possible on PlayStation -- and maybe you can help.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Recruitment, Sponsored Article

Get a job: Sony PlayStation is hiring a Sr. Animation Programmer  
by Staff [07.21.17]
Sony PlayStation is looking for an animation programmer to help develop next-generation animation systems for an in-progress title at its Bend, Oregon Studio.
Console/PC, Programming, Art, Recruitment

Don't Miss: A look back at the development of Ori and the Blind Forest 5
by Staff [07.21.17]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Indie, Programming, Art, Audio, Design, Production

Gigantic dev makes a case for why games should look like candy 1
by Alex Wawro [07.20.17]
"Candy is completely engineered to entice you to pick it up," says Gigantic lead concept artist Vinod Rams in a recent livestreamed chat about the game's design, development, and alluring art style.
Console/PC, Social/Online, Indie, Art, Video

Learn about the development of Gigantic today at 3PM EDT  
by Bryant Francis [07.19.17]
We're chatting with some of the folks behind Motiga's Gigantic today at 3PM EDT.
Console/PC, Art, Design, Business/Marketing, Video


Blog: How to be a video game artist in 2017  
by Gamasutra Community [07.19.17]
Game art is an exciting career, and many people choose to pursue their dream in this field. Yet there are differences between becoming a triple-A or indie game artist. Let's take a look at them.
Art

Video: Animating Rain World and its many squishy, stretchy creatures  
by Staff [07.17.17]
At GDC 2016, Rain World animators Joar Jakobsson and James Therrien hop onstage to present a detailed breakdown the animation process behind the visually arresting indie game.
Indie, Art, Video, Vault

Video Game Deep Cuts: The 4D Cyberpunk Fire  
by Gamasutra Staff [07.17.17]
This week's longform game article/video highlights include the Cyberpunk RPG's original author, 4D Toys' brain-bending surreality, Fire Pro Wrestling's resurgence, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Marc ten Bosch created an extradimensional game engine for 4D Toys 4
by Chris Priestman [07.14.17]
Marc ten Bosch's says his new mobile title as an "interactive toy." It gives us a taste of the sort of four-dimensional objects he's been playing around with for his long-awaited gameMiegakure.
Smartphone/Tablet, Indie, Art, Design, Video

Video: How Halo 4 achieved high-quality assets without sacrificing performance 1
by Staff [07.13.17]
At GDC 2014 Halo 4 dev Wes Grandmont III hops onstage to share valuable, practical advice on how you can squeeze the most beautiful, high-res assets into your game without sacrificing performance.
Console/PC, Art, Production, Video, Vault

Don't Miss: 5 tips for making fighting games with giant monsters 13
by Frank Cifaldi [07.13.17]
Even if you for some reason aren't designing fighting games starring giant Japanese-style monsters (and why not?) these classic game design tips should provide some useful takeaways.
Console/PC, Art, Design

Horizon Zero Dawn dev Guerrilla Games wins big at Develop Awards  
by Chris Kerr [07.13.17]
Guerrilla Games was one of the big winners at last night's Develop Awards in Brighton, taking home the Studio of the Year and Animation Awards for its work on Horizon Zero Dawn
Programming, Art, Audio, Design, Production

Get a job: Be an Animator at WRKSHP  
by Staff [07.11.17]
WRKSHP is looking for a talented animator to join its team in San Francisco, California.
Art, Recruitment