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November 27, 2015
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November 27, 2015
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Updates » Art
Inside the classic Konami fighting game that never was  
by Gamasutra Community [11.11.15]
"It required really high manpower, and it was so time consuming. Also the capacity required for the hardware was too high. So those challenges were not something we were able to overcome."
Console/PC, Art, Production, Business/Marketing

Defining and constructing a game's visuals 2
by Gamasutra Community [11.09.15]
"I wanted to share with you the steps I used to construct or in-game environment. It's been 9 whole months since the projected started and during that time I discovered some fun tricks."
Console/PC, Indie, Art

Classic Postmortem: Guitar Hero GDMag Exclusive  
by Daniel Sussman & Greg LoPiccolo [11.08.15]
The genre defining rhythm game turns 10 today. Here's a classic postmortem of the game that first ran in Game Developer magazine.
Console/PC, Indie, Art, Audio, Design, Production, History, GD Mag Exclusive

Remembering the life and work of Fallout concept artist Adam Adamowicz 1
by Alex Wawro [11.06.15]
Just over three years after Fallout 3 concept artist Adam Adamowicz passed away, Kotaku has today published an earnest post from coworker and friend Jonah Lobe celebrating the artist's life and work.
Console/PC, Art

The making of Prince of Persia: The Sands of Time GDMag Exclusive  
by Yannis Mallat [11.06.15]
Ubisoft's masterful reboot of the Prince of Persia franchise was released 12 years ago today. Yannis Mallat wrote this postmortem for Game Developer magazine.
Console/PC, Programming, Art, Design, Production, Business/Marketing, History, GD Mag Exclusive

Get a job: Tesla Motors is hiring an Unreal Engine Artist  
by Staff [11.03.15]
Comfortable designing 3D game models in Unreal Engine? Electric car company Tesla Motors is hiring someone with your skills to help design and optimize 3D visualizations at its Hawthorne, CA offices.
Console/PC, Art, Recruitment

Don't Miss: The making of Star Wars: Droidworks GDMag Exclusive 1
by Jon Blossom & Collette Michaud [11.03.15]
This Game Developer Magazine postmortem details the making of Lucas Learning's classic 1998 game, which taught young Padawans about using the forces of Energy, Magnetism, Motion, and Light.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Breeding dragons: How we created our most popular beasts 3
by Gamasutra Community [11.03.15]
"The dragons range from fun and fantastical to dark and deadly. With such a large volume of them in the game, we are always challenged to make them feel unique from one another."
Smartphone/Tablet, Art

Don't Miss: Creating the handcrafted art of Lumino City 1
by Phill Cameron [11.02.15]
IGF Finalist Lumino City just debuted on iOS, and a whole new audience is discovering its unique handcrafted visuals. We interviewed developer State of Play about the game earlier this year.
Smartphone/Tablet, Indie, Art, Design

Classic Postmortem: Asheron's Call GDMag Exclusive 1
by Toby Ragaini [11.02.15]
This long-running MMORPG turns 16 today. Designer Toby Ragaini wrote a postmortem of the game's design Game Developer magazine, which is published here online for the first time to mark the occasion.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

3D middleware firm Umbra nets $3.4 million investment  
by Christian Nutt [10.30.15]
The Finnish 3D graphics tech company has pulled in millions, and plans to invest in new technology to make "massive 3D data sets" more accessible.
Console/PC, Programming, Art, Business/Marketing

Don't Miss: How 343 artists redesigned the look and feel of Halo 2
by Colin Campbell [10.30.15]
"It is about designing the character, but it's also about storytelling." 343 Industries senior concept artist Gabriel "Robogabo" Garza obsessed for years over the design of Halo 4's updated Master Chief.
Console/PC, Art, Design

Classic Postmortem: Silent Hill 4: The Room GDMag Exclusive 2
by Akihiro Imamura & Akira Yamaoka [10.30.15]
In this Game Developer magazine postmortem, Akihiro Imamura and Akira Yamaoka describe the making of their claustrophobic 2004 horror classic in grisly detail.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

A list of the best free and affordable game graphics resources 12
by Gamasutra Community [10.29.15]
A list of sites, compiled by a hobbyist game developer, that offer free and cheap art assets for game developers looking to get up and running without spending a lot of money.
Indie, Art

The chilling tale of the development of Costume Quest 2 2
by Gabe Cinquepalmi [10.29.15]
"I still can't believe what we were able to do in the short amount of time we had. Despite our limitations, we were able to fill this game with oodles of incredible art, animation, music, ideas, and personality."
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Classic Postmortem: Trespasser: Jurassic Park 4
by Richard Wyckoff [10.28.15]
An in-depth postmortem of this ahead-of-its-time FPS, released 17 years ago today. The ambitious action-adventure game has been cited as a source of inspiration by many indie game developers.
Console/PC, Programming, Art, Design, Production, History

Using comic strips for cutscenes in my iOS game  
by Gamasutra Community [10.28.15]
"Angry Birds is in my mind the most famous mobile game to leverage comic strips as cutscenes. I think they did a memorable job. I wanted to reproduce that effect in Ludo’s Quest."
Social/Online, Indie, Art, Production

Get a job: Be a Senior Technical Artist at Zenimax Online Studios  
by Staff [10.27.15]
Elder Scrolls Online developer Zenimax Online Studios seeks to hire a senior technical artist to specialize in rigging & animation work at the studio's headquarters in Hunt Valley, Maryland.
Social/Online, Art, Recruitment

Video blog: Three ideas for better lighting 1
by Gamasutra Community [10.27.15]
"Here are three principles for achieving better lighting in real-time content. They are ideas for the artist to use where desired and they have been useful for me when lighting for a wide range of content."
Console/PC, Art

5 tips to create a standout game app icon 2
by Gamasutra Community [10.26.15]
"We as humans naturally seek out visual cues like favicons to readily interpret value, purpose and intent. In the app store and your smartphone, these cues are seen in form of the ‘App Icon’."
Smartphone/Tablet, Art, Business/Marketing