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October 31, 2014
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Updates » Art
Get a job: Crystal Dynamics seeks a Lead Graphics Engineer  
by Staff [05.30.14]
The developer of Tomb Raider is looking to hire a lead graphics engineer to work directly with the rendering team at Crystal Dynamics' Redwood City, CA office.
Console/PC, Art, Recruitment

Blog: How to create a show-stopping demo reel  
by Gamasutra Community [05.30.14]
"Showreel, demoreel; call it what you will, but this is your first opportunity to get your best and strongest work out there and into the public. I thought it might be handy to collate a few of the hints and tips Iíve learned."
Console/PC, Art, Recruitment

Creating a game trailer in Unity 2
by Gamasutra Community [05.29.14]
"As a one-man studio, tasks such as 'create a sexy and compelling video game trailer' can be quite duanting. This post details some unconventional ways of using Unity, and how I crafted a machinima trailer."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Production, Business/Marketing

GDC launches this year's State of the European Game Industry survey  
by Staff [05.28.14]
In order to record the state of the game business going into GDC Europe 2014, organizers are polling all European game developers for their thoughts on the future of the industry and their place in it.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Applying polish: How to make a game more appealing 9
by Gamasutra Community [05.27.14]
"Numerous people have said that polishing a game is one of the most important parts of game development. I will cover some of the methods and techniques I used to polish my game to make it more appealing."
Console/PC, Smartphone/Tablet, Indie, Art, Audio, Production

Creating a bubble popping game: Making a doc for the art team 2
by Gamasutra Community [05.26.14]
"Hi, my bubble popping game developer friends. No matter if you use an internal art team or contractors to make the artwork, you need to make the same document for them."
Smartphone/Tablet, Art, Production

Video: From folklore to finish, the art of making Guacamelee  
by Staff [05.23.14]
Drinkbox Studios artist Augusto Quijano explains how the unique Mexican art style of Guacamelee came together, why ugly art is sometimes best, and what other developers can learn from his mistakes.
Console/PC, Indie, Art, Video, Vault

Get a job: 2K is hiring a Graphics Programmer  
by Staff [05.23.14]
2K Games seeks the talents of a seasoned graphics programmer to work on researching and implementing graphics tech alongside the team in the company's Novato, CA studio.
Console/PC, Programming, Art, Recruitment

A tricky collaboration: A musician meets a game dev 4
by Gamasutra Community [05.23.14]
Smartphone dev Jeremy Alessi makes friends with a musician and creates a game for the launch of his album -- but finds the collaboration trickier than expected, particularly when Apple gets involved.
Smartphone/Tablet, Indie, Art, Production, Business/Marketing

Making the impossible possible in Monument Valley 2
by Leigh Alexander [05.23.14]
Monument Valley was born out the desire to make a game about architecture. UsTwo's eight-person team imagined a game where every level would be clean, a single striking design object that might look good on a poster.
Smartphone/Tablet, Art, Design

Get a job: Tango is hiring a 2D character artist  
by Staff [05.22.14]
The company is looking to hire an experienced 2D character artist to work on mobile games alongside the team in Tango's Austin, TX studio.
Smartphone/Tablet, Art, Recruitment

Finding comfort in a pet project: The Bushido Blade-inspired Kyoto Wild Exclusive 4
by Alex Wawro [05.22.14]
Indie developer Teddy Diefenbach's comfort project while he works on Hyper Light Drifter is a four-player brawler inspired by games like Power Stone, Bushido Blade and Earthbound.
Console/PC, Indie, Art, Design, Production, Exclusive

Video: Building customizable characters for Destiny  
by Staff [05.21.14]
In his GDC 2014 talk Bungie's Scott Shepherd explains how the company's character asset design process helped artists generate a wealth of content for Destiny.
Console/PC, Art, Design, Video, Vault

Conveying character personality through animation 8
by Leigh Alexander [05.21.14]
Zenimax Online senior animator Mike Jungbluth explains how animators and designers can more effectively communicate characters' personalities in video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design

GDC Europe 2014 adds standout talks by Monument Valley, Luftrausers devs  
by Staff [05.21.14]
The lead designer of mobile hit Monument Valley and Vlambeer co-founder Rami Ismail are two of the latest notable GDC Europe 2014 speakers for the Cologne event taking place this August.
Console/PC, Smartphone/Tablet, Indie, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Video: Developers speak their minds from the 2014 Indie Soapbox  
by Staff [05.19.14]
Check out these excellent six-minute microtalks from speakers like Robin Hunicke, Leigh Alexander, Zoe Quinn, Ryan Clark, Shawn Alexander Allen, and more during the GDC 2014 Indie Soapbox session.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Video, Vault

This Week in Video Game Criticism: From Geiger counters to H.R. Giger  
by Kris Ligman [05.19.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from a virtual visit to Chernobyl to the video game legacy of H.R. Giger.
Console/PC, Social/Online, Indie, Art, Design

When you have to start over: The story of Guns of Icarus Online 7
by Gamasutra Community [05.19.14]
"From the depth of that abyss, the climb was steep but in a way freeing. To know that we once again had complete control of our creative destiny was a big relief."
Console/PC, Indie, Art, Production

GDC Europe 2014 opens Innovative Games Showcase submissions  
by GDC Staff [05.16.14]
GDC Europe 2014 organizers have opened call for submissions to the first ever European Innovative Games Showcase at the Cologne, Germany show this August.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, GDC Europe

Bringing warmth to deep space in Lovers in a Dangerous Spacetime 6
by Gamasutra Community [05.16.14]
"We're aiming for a rich, 2.5D neon fantasy look, and we wanted our backgrounds to fit this world and feel alive. We ended up combining a few different elements for the effect we wanted."
Console/PC, Indie, Art