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September 18, 2014
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September 18, 2014
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Updates » Art
An island tour of the world building process  
by Gamasutra Community [05.12.14]
Ryan Sumo (Prison Architect) takes you into the visual and cultural design of Summer Island from his game Party Animals -- influenced by the Philippines' Samar Island.
Indie, Art

Get a job: Imangi Studios is seeking an Environmental Artist  
by Staff [05.09.14]
Temple Run creator Imangi Studios is looking to hire an environmental artist to work on the company's next game alongside the team in its Raleigh, North Carolina office.
Smartphone/Tablet, Art, Recruitment

Video: Zork Classic Game Postmortem from GDC 2014  
by Staff [05.09.14]
Infocom co-founder Dave Lebling explains how he created Zork and blazed a trail for interactive fiction game development in a postmortem talk at GDC 2014
Console/PC, Indie, Programming, Art, Audio, Design, Production, Video, Vault

How to design isometric buildings 8
by Gamasutra Community [05.09.14]
"This article offers some useful tips in this particular area; they would help you to make your concept art of isometric assets fit better to your production pipeline."
Social/Online, Smartphone/Tablet, Programming, Art

Get a job: Firaxis Games is hiring a Graphics Programmer  
by Staff [05.07.14]
Firaxis Games is looking to hire an experienced graphics programmer to work alongside the rest of the team in its Baltimore, Maryland office.
Console/PC, Art, Production, Recruitment

Source code released for Crytek's Renderdoc graphics debugger  
by Mike Rose [05.07.14]
Crytek today released the complete source code for its Renderdoc graphics debugger, in a bid to get the development community more involved with improvements to the utilities.
Console/PC, Indie, Art, Design

Anatomy in games: An evolution of realism 15
by Gamasutra Community [05.07.14]
"Truly believable animations must go beyond simply mimicking the underlying structures of 'real life' anatomy to consider the relationship between form and function."
Console/PC, Art

Video: An indie approach to procedural animation 2
by Staff [05.05.14]
Wolfire Games' David Rosen shares tips and techniques for building procedural animation systems in order to more efficiently develop well-animated indie games during GDC 2014.
Console/PC, Indie, Art, Design, Production, Video, Vault

Postmortem: Lost Toys - A Tokyo Game Show award-winner 2
by Gamasutra Community [05.05.14]
"Itís our first game, not as a studio, but ever. We jumped into making a 3D mobile game without any experience, and our past selves would have benefitted greatly if we had known half of what we know today."
Smartphone/Tablet, Indie, Art, Design, Production

'What's the weirdest bug you've ever encountered?' 13
by Christian Nutt [05.02.14]
Bugs can make your life interesting, so to speak -- but sometimes they make your game interesting, too. Here, developers share their most entertaining mishaps.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio

Video: Watch ten devs give smart, rapid-fire microtalks at GDC 2014  
by Staff [05.02.14]
The GDC 2014 Microtalks session is now freely available via the GDC Vault and it's worth watching, with notable industry speakers like Tadhg Kelly, Emily Greer, Austin Wintory, and Elizabeth Sampat.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Video, Vault, GDC

GDC Next 2014 debuts call for talks, reveals themes 2
by Staff [04.30.14]
The future-focused GDC Next show is calling for talk submissions for both GDC Next and the featured App Developers Conference, which will be held in Los Angeles this November.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Next

The poor game developer's toolkit 29
by Gamasutra Community [04.30.14]
"I couldn't afford to use the industry-standard software. So I've been using freely available software, and have compiled a list of that allows developers to create games commercially."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Blizzard is hiring a Lead 3D Character Artist  
by Staff [04.29.14]
The PC gaming powerhouse is looking to hire a lead 3D character artist to work on an unannounced title alongside a larger art team in the company's Irvine, CA campus.
Console/PC, Art, Recruitment

Blog: Un-pro-cedural generation 2
by Gamasutra Community [04.29.14]
"Randomization can lead to a vague sameness when repeatedly executed... Itís our greatest hope that this effervescent blend of digital and human creativity will lead to dangerous amounts of replayability."
Console/PC, Indie, Art, Design, Production

Ultra-optimization: Building a 5-bone human skeleton rig 4
by Gamasutra Community [04.29.14]
A guide to creating a severely optimized human skeleton rig, going "to a level where almost no more optimization is possible the artist will have to go creative."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art

Get a job: Turtle Rock Studios is hiring a Technical Artist  
by Staff [04.28.14]
The developer of Evolve is looking to hire a technical artist to work alongside the team in the company's new Lake Forest, CA studio on a game targeting next-generation hardware.
Console/PC, Art, Recruitment

You and me become we: Dancing with Bounden Exclusive 3
by Leigh Alexander [04.28.14]
Adriaan de Jongh talks co-op mobile dance game Bounden, and how Game Oven's work aims to negotiate the often-awkward, sometimes divine spaces between people using just a smartphone as a touchstone.
Console/PC, Smartphone/Tablet, Programming, Art, Design, Exclusive, Video

How to position your game's camera for isometric assets 2
by Gamasutra Community [04.28.14]
A quick guide to creating the perfect camera system for an overhead, isometric game (such as a mobile strategy game) with the math and the Maya tips to make it work.
Console/PC, Smartphone/Tablet, Indie, Programming, Art

For Square Enix, designing Hitman as a 'board game' just made sense Exclusive 3
by Alex Wawro [04.28.14]
Making the next game in the Hitman franchise a tilt-shifted, turn-based puzzle game for mobile was risky enough -- the fact that it's Square Enix Montreal's first project just ups the stakes.
Smartphone/Tablet, Art, Design, Production, Exclusive, Video