Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 25, 2015
arrowPress Releases
May 25, 2015
PR Newswire
View All
View All     Submit Event






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


  Making the whimsical Monster Mingle: 2D art process and more
image Mingling monster parts and exploring a "world full of surprises" -- the art process for creating good-looking, kid-friendly characters and populating a world full of them.
  This Week in Video Game Criticism: From Polybius to pixel art
image This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics ranging from the legend of Polybius to a response to Blake Reynolds on the contemporary reception of pixel art.
  Video: Using a real-time feedback system to make better games
image Unknown Worlds' Hugh Jeremy explains how and why building a real-time sentiment feedback system into its open-world undersea exploration game Subnautica helped the studio make a better game.
  Our strange journey: Industry vets go from premium mobile to Steam hopeful
image "So what did we learn together here? Donít be afraid to ask for what you want, as long as youíre being honest and arenít being greedy. Sometimes even if you donít think it can happen, life can surprise you."
1 Adding female Kerbals: The art iteration process
image "After overcoming all the challenges that the design exposed, Val felt like an already member of the Kerbal Universe. She become, as stated at the beginning of the post, more than polygons and textures."
2 Postmortem of the jam process: Looking back at our Ludum Dare meetup
image "Why would we have a real-world meeting for a game jam that prides itself in being online? The short answer is that a real-world gathering provides a number of distinct advantages."
7 Design 101: Complexity vs. depth
image "You might be seriously worried that the game simply wonít be deep enough to meet your design goals without the added complexity. Thatís a valid concern. Not once have I ended up adding the complexity back in."
2 Sunset: Not that seventies style
image Tale of Tales' Michael Saymn writes about capturing the style of a decade through reference material -- not just visual, but political and cultural -- in Sunset.
8 Don't Miss: What does a game designer do, exactly?
image In this timeless blog, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
  Get a job: Be a Cinematic Artist for Telltale Games
image The studio responsible for (among other things) Game of Thrones and The Walking Dead are aiming to hire a cinematic artist to join the team at Telltale's San Rafael, CA office. There will be a test.
  Video: Designing an immersive user interface for Hearthstone
image Hearthstone senior UI designer Derek Sakamoto breaks down Blizzard's approach to UI design at GDC 2015, in the process shedding light on how you can best craft a great UI for your own game.
6 Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive
image 35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.
  Laid-off Zynga devs get a fresh start at a fantasy sports company
image A former Zynga employee tells Re/code that roughly 38 of the 42 devs who lost their jobs when Zynga shuttered its Orlando studio this month have gone on to join fantasy sports game company Fanduel.
  Who am I to tell their story? Writing for diversity
image "I will specifically highlight my insecurities while writing about people of color who lived in the age of colonialism. An honest and realistic answer to the question: Who am I to tell their story?"
16 Opinion: Why Guild Wars 2's 'execution'-style ban was a bad idea
image ArenaNet recently banned an infamous hacker from its MMO Guild Wars 2 -- by way of virtual execution. But public humiliation is not really the way to go about it, argues Katherine Cross.
  Learning a lot, fast by jamming in VR
image "I cannot remember when in the past I learned so much in just one month. We proved we are capable of doing a 3D and VR game in this young technology."
  Tackling mental illness in game design: A Vanishing Point postmortem
image A tough task: Representing mental illness with respect and relevance. "Vanishing Point lacked the laser-precise direction to unite its constituent parts into something thematic, relevant, and positive."
1 Point-and-click in the age of touch: Interface design for adventure games
image "Create something new nobody has seen before that ultimately fits your game! Seriously! I'd like to encourage that! There should be more adventure games with innovative and new interfaces."
4 Starting up a game business: Contemplating processes
image A blog about "the dangers of processes, what is important to consider about them and how to avoid pitfalls when using any given methodology."
8 How to use Photoshop Layer Styles: An advanced guide for game illustrators
image "If you're like many Photoshop users, you might not use Layer Styles much. Or maybe you think that they're only good for cheesy bevel and drop shadow effects. Actually, Layer Styles can be very powerful."
1 Desura is not paying developers, but promises a fix
image After devs complain publicly about not being paid, the digital download platform releases a statement saying it's "working to correct" problems. Gamasutra speaks to its head of dev relations to find out more.
1 How Nintendo prototypes games, starring its first new IP in years: Splatoon
image The road to creating the ink-based shooter -- which releases very soon -- was anything but smooth, a new interview with the developers reveals.
  Tapping VR's potential for putting you into an experience
image "Two years from now, I guarantee youíll be standing in the middle of the Boston Marathon bombing aftermath, instead of watching it on TV."
  League of Legends begins testing automated 'player reform' system
image For players in North America who partake of "verbal harassment," there's a new world of punishment opening up -- as Riot further aims to stamp out toxicity.
1 Video: Study Sony's Morpheus Heist demo in action
image Sony brought a Morpheus game demo to GDC this year that got a lot of people talking, and now VR-curious developers who missed it can now see how The Heist works in action.

[Read More]

spacer
Get a Job
Gamasutra's Job Board is the most diverse, active, and established board of its kind in the Game Industry. Serving companies of all sizes.


Join the Conversation
Share your thoughts, knowledge and ideas with the largest community of game developers in the world. If we like what we see, we'll promote your post on our home page.


2 Not that seventies style
by Michael Samyn
Some details about the 1972 that inspired Sunset, from modernism and eclecticism to blaxploitation...
  Goat Simulator Ė Media presence case study
by Thomas Bidaux
A look at the media presence of Goat Simulator.
  Core Players & Energy Mechanics: They Don't Mix
by Timothy Harris
Midnight Star is a sci-fi shooter aimed at the core gamer. It used an energy F2P mechanic that didn...
  How to manage a 2D art team
by Junxue Li
This article offers some tips for managing an art team, to meet the goal of delivering good works...
  We need a story! - Writing 'Salvaged'
by Daniel Dowsing
An analysis of designing Salvaged's narrative mid-way through production, of how narrative defines a...

[Read More]

arrowPress Releases
May 25, 2015
PR Newswire
View All
Games Press
View All     RSS
Agni Interactive, Inc
Agni Interactive, Inc Agni Interactive is a creative content development company focusing on bringing our clientsí creative vision to life through concept art/pre-production, production art services, mobile game design and development services. Our clients include DeNA, Storm8
Exis, LLC
Exis, LLC XCOM, CIV, Bioshock Infinite, World of Tanks, the list goes on.Top publishers and defense contractors count on Exis to deliver their assets. Why not join them, and get the best art possible for your projects?
Zvky Design Studio
Zvky Design Studio Zvky Design Studio, is a next-gen entertainment design firm based in the "silicon valley of India". We are a "Quality First" studio where we focus our passion, energy and skills to deliver exemplary next-gen art for all platforms.
Clean Cuts Music & Sound Design
Clean Cuts Music & Sound Design Clean Cuts is an award winning audio facility with over 25 years of experience in original music composition, custom sound design, audio implementation, and voice over casting. We have 14 audio suites, 16 sound designers, and staff 3 full-time composers.
SomaTone Interactive Inc.
SomaTone Interactive Inc. SomaTone Interactive (STi) is the leading provider of premium music, sound design, voice-over, and audio integration services for gaming and interactive entertainment companies. With over 1000 games to our credit over our 10 year history, including top s
Guenther & Associates
Guenther & Associates A CPA Firm that provides Specialized Accounting, Legal and Tax Services to the Video Game Industry.
Roboto
Roboto Roboto is a young art production studio with AAA game development in its DNA. We are dedicated to creating excellent art quality and providing a reliable service at competitive rates

[View More]

Postmortem: Reverie
image Rowan McDonald looks back on the collaborative student project Reverie, a narrative-focused first-person adventure game powered by the Oculus Rift.
What is a Concept Artist?
image In this excerpt from The Big Bad World of Concept Art for Video Games, Eliott Lilly explains what a concept artist really does and sheds light on the harsh realities of the industry.
Postmortem: Algonquin College's Capstone Project
image Ryan Schmidt reflects on his experience with Algonquin College's Capstone project, a team-based initiative that sees students collaborating over the course of three semesters.