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Heinz Schuller's Blog   Expert Blogs

 

Art Director, Artist, and Musician. Started in the games business in 1993, served at companies such as Day 1 Studios, Microsoft, FASA Interactive, Viacom New Media, and Mindscape/Software Toolworks.

My low-velocity blog is at

http://causticphoton.blogspot.com

 

Expert Blogs

Posted by Heinz Schuller on Wed, 04 Sep 2013 09:50:00 EDT in Art, Console/PC
There are three critical aspects that go into making the art in a video game successful. In this post I break down my experience and lessons learned in team-based art development.



Heinz Schuller's Comments

Comment In: [Blog - 09/04/2013 - 09:50]

Hi Doron, Thanks for the ...

Hi Doron, Thanks for the feedback For me these elements are equally weighted, I didn 't mean to imply this should be a sequence of events. More like a checklist. Cheers -H

Comment In: [Blog - 04/15/2013 - 02:45]

The entire games, music, and ...

The entire games, music, and video industry was built on derivative work. You can argue ad nauseum about what magical degree of mutation is needed before something is considered original . But given how subjective this all is, it kind of seems pointless to do so. r n r nNotch ...

Comment In: [Blog - 10/25/2012 - 02:05]

But... why would any developer ...

But... why would any developer spend months or even years on an XBLIG project without first vetting the channel thoroughly to understand the market metrics Who goes into a market blindly believing any concept they have will sell, without first researching the answer r n r nThis is a value ...

Comment In: [News - 09/10/2012 - 06:07]

I think Mr. Zukowski has ...

I think Mr. Zukowski has exactly the right attitude here. XBLIG is a unique sandbox where the market truly sorts it all out.

Comment In: [News - 08/23/2012 - 02:21]

Colony Wars G-Police- big fan ...

Colony Wars G-Police- big fan of both here, respect and RIP Psygnosis. o

Comment In: [News - 07/31/2012 - 04:15]

As long as the break-even ...

As long as the break-even on AAA games continues to be 2M units, I 'm not sure how the next consoles will produce a sustainable business. I think most of us who have worked in the industry a long time believe development can be done much more efficiently utilizing methods ...