Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 8, 2015
arrowPress Releases
October 8, 2015
PR Newswire
View All

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

Updates » Art
Don't Miss: John Romero and Tom Hall recount making Doom 2
by Staff [05.18.15]
Designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem from GDC 2011.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Why my studio will not 'renounce' pixel art 42
by Gamasutra Community [05.18.15]
Pixel art is a tool, it's a technique. Would an artist hang up his brush because people don't like oil paintings?
Indie, Art

Where in the world did blockbuster educational games go? 31
by Bryant Francis [05.18.15]
From the late 1980's through the 1990's, as console games and computer games remained two very separate markets, a few PC studios regularly sold millions of educational games. So what happened?
Console/PC, Art, Production, Business/Marketing

Down to the letter: The importance of typography in video games 10
by Gamasutra Community [05.15.15]
"Typography can make or break the aesthetic of a game. As game designers, we use type to communicate with our players, not only in the words we use, but also in the way we present those words."
Console/PC, Smartphone/Tablet, Indie, Art

Watch a Republic Commando dev play the game and recount its creation 3
by Alex Wawro [05.14.15]
Heads up: Star Wars: Republic Commando lead programmer Brett Douville has begun livestreaming himself playing the game on his Twitch channel while discussing the ins and outs of its development.
Console/PC, Programming, Art, Audio, Design, Production, Video

Opinion: Instruction manuals are game mechanics 6
by Katherine Cross [05.14.15]
Instruction manuals for video games are seen as less of a necessity these days, but they still can give a game a bit more soul, even today. Katherine Cross explains.
Console/PC, Art, Design

How to create mobile-optimized outlines in Unity 14
by Gamasutra Community [05.14.15]
"In an effort to remedy the readability issues we were having, we decided to experiment with edge detection. Straight away, this effect had a big impact on readability, whilst also making our game look better."
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Pixel artist renounces pixel art 50
by Gamasutra Community [05.13.15]
"It is with a heavy heart that I hang up the old pencil tool for all of our future games. Good art is good art, and nothing beats the real deal. Embracing the medium simply ensures that everybody else knows it."
Console/PC, Smartphone/Tablet, Indie, Art, Business/Marketing

6 musts for a perfect platformer, from the Yooka-Laylee team 9
by Playtonic Games team [05.13.15]
Yooka-Laylee is a Kickstarter smash, coming as it does from a team of Rare veterans. With that in mind, Gamasutra asked for platformer development wisdom from the team.
Console/PC, Indie, Programming, Art, Design

Get a job: Gearbox Software seeks an Art Director  
by Staff [05.12.15]
The Borderlands series developer is looking for an art director to work on an "exciting unannounced project" for current-gen consoles and PC.
Console/PC, Art, Recruitment

Contrast and user focus in UI design for an online CCG 1
by Gamasutra Community [05.12.15]
Taking you through the design process: "We ultimately hope users never talk about our user interface in the final production. That is how we will know we succeeded."
Console/PC, Smartphone/Tablet, Art

Watch your favorite GDC talks now on the new GDC YouTube channel  
by Staff [05.08.15]
Game Developers Conference officials are very excited to announce the launch of an official GDC YouTube channel where you can watch clips of game industry experts sharing knowledge with their peers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: How did Maxis put the 'sim' in SimCity? 32
by Christian Nutt [05.07.15]
In 2012, then-SimCity creative director Ocean Quigley revealed how Maxis designed systems that offer satisfying decisions for players and also accurately reflect aspects of the real world.
Console/PC, Programming, Art, Design

Don't Miss: A look back at the history of Tony Hawk's Pro Skater 10
by Matt Barton, Bill Loguidice [05.05.15]
In this classic 2009 feature, authors Matt Barton and Bill Loguidice offer a history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

The creative influences of Sunset 4
by Gamasutra Community [05.05.15]
Tale of Tales' MichaŽl Samyn writes about building a first-person experience that resonates with his own influences and players: storytelling, love, interior design, and revolution in the 1970s.
Console/PC, Indie, Art, Design

Postmortem: Moon Studios' heartfelt Ori and the Blind Forest Exclusive 5
by Thomas Mahler [05.05.15]
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.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Get a job: Be a Senior Technical Artist at NetherRealm Studios 1
by Staff [05.04.15]
The team responsible for Mortal Kombat X seeks an experienced technical artist to join the team at its Chicago, IL studio and improve the studio's workflow for creating assets for games.
Console/PC, Art, Recruitment

Don't Miss: The classic postmortem of Shadows of the Empire 4
by Mark Haigh-Hutchinson [05.04.15]
This classic 1997 postmortem by the late Mark Haigh-Hutchinson, originally printed in Game Developer magazine, goes behind the scenes on early Nintendo 64 title Star Wars: Shadows Of The Empire.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

I hate my popular game: A Star Driller Ultra post-mortem 3
by Gamasutra Community [05.04.15]
"Clearly, a lot of people liked the game, with the comment section on the site being largely positive. But I have a major confession to make about the game: I hate it."
Indie, Art, Design, Production

Tengami: The art of a folding world 5
by Gamasutra Community [05.04.15]
Tengami is a game built "within the constraints of an authentically folding pop-up book" -- and here's how the team did it -- both the learning process and a detailed workflow.
Console/PC, Smartphone/Tablet, Indie, Programming, Art