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April 1, 2015
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Updates » Art
Drawing from your mythology: I do it, the Japanese do it, maybe you should too 9
by Gamasutra Community [03.11.15]
From playing Persona 4 to embracing Brazilian mythology: "You’ll be amazed at the stuff you’ll find when researching the mythos of your country. Most of mythos’ origin I’ve found is some very dark stuff."
Console/PC, Indie, Art, Design

Into the Pixel calls for submissions to its latest exhibition  
by Alex Wawro [03.11.15]
Video game artists are invited to submit pieces to the exhibition, now in its 12th year, which showcases production and concept art at industry events.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art

Get a job: Nix Hydra seeks an Art Director  
by Staff [03.10.15]
The studio that built Egg Baby is looking to bring an experienced artist on board to oversee all aspects of art design and production in Nix Hydra's Los Angeles, CA studio.
Smartphone/Tablet, Art, Recruitment

How to manage level background assets for a 2D smartphone game 2
by Gamasutra Community [03.06.15]
"The purpose is to get things in order and save production time and budgets. In producing background art, our team use 2D or 3D pre-render solutions ... so we have both 2D and 3D assets to manage."
Smartphone/Tablet, Indie, Art, Production

One Life Left vs. Gamasutra GDC Podcast #1: Pipelines 'n' Tubes Exclusive  
by Staff [03.05.15]
Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Podcast, GDC

5 reasons NOT to outsource art  
by Gamasutra Community [03.05.15]
"There are a lot of advantages to art outsourcing, and for many projects it's a really great option, but outsourcing isn't always the best option for every project (or every part of every project)."
Console/PC, Smartphone/Tablet, Indie, Art, Production, Business/Marketing

Dynamic 2D character lighting in Unity 4
by Gamasutra Community [03.05.15]
"All in all we’re currently having 3D spot and point lights for ambient lighting, 2D volumetric lights for backlight refractions and 3D point lights for dynamic backlight effects in our scene."
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Postmortem: Failbetter Games' Sunless Sea 7
by Alexis Kennedy [03.04.15]
Failbetter Games co-founder Alexis Kennedy takes you behind the scenes of what went right (and wrong) during development of the studio's darkly comedic roguelike game Sunless Sea.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

'But it's not historically accurate!' - Diversity in historical games 52
by Gamasutra Community [03.03.15]
"If the perception that a straight, white male cast is 'historically accurate' can be dismantled with a little research, where does that common perception come from?"
Console/PC, Indie, Art, Design

Double Fine's 'heartfelt and personal' Hack 'n' Slash: A postmortem 5
by Brandon Dillon [03.02.15]
Project lead Brandon Dillon walks us through what went right and wrong during development of Double Fine's Hack 'n' Slash, an open-world exploration game about hacking and reverse engineering.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

GDC 2015 coverage begins!  
by Staff [02.27.15]
Click this link to be magically transported to the central location for Gamasutra's GDC coverage -- which is already full of good stuff, and which will be live from the show in San Francisco starting Monday.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Keep the guns rolling: Modeling for Overkill 3 and optimizing workflow  
by Gamasutra Community [02.27.15]
"The gaming industry demands the best of you as gamers are merciless critics. But what if you are alone, targeting mobile devices and most of all, the clock is ticking? Let's optimize."
Smartphone/Tablet, Art

Make room in your GDC 2015 schedule for these standout talks  
by Staff [02.26.15]
As everyone finalizes their GDC 2015 conference schedules, we'd like to take a moment to highlight some standout sessions that you should keep on your radar.
Console/PC, Art, Design, Production, GDC

Get a job: Blizzard seeks a Hearthstone VFX Artist  
by Staff [02.25.15]
The maker of Hearthstone is hiring a visual effects (VFX) production artist to develop new effects, from concept through implementation, at Blizzard's Irvine, CA headquarters.
Console/PC, Smartphone/Tablet, Art, Recruitment

UX insight: Slot machines lead, and the match-3 genre follows  
by Gamasutra Community [02.25.15]
"The visual aura of rich exploding graphics, small wins, orchestra of sounds and melodies creating deep immersion is uncannily similar to the way current match-3 games are turning out to be."
Smartphone/Tablet, Art

Road to the IGF: State of Play's Lumino City  
by Phill Cameron [02.25.15]
Gamasutra talks to developer State of Play about its game Lumino City, as part of our Road to the IGF series.
Console/PC, Indie, Art, Design, IGF

Get a job: NetherRealm Studios seeks a Lead Character Artist 1
by Staff [02.24.15]
Mortal Kombat maker NetherRealm Studios seeks an experienced artist to take a lead role at the company's Chicago, IL studio and manage a team of character artists.
Console/PC, Art, Recruitment

Remember: GDC 2015 online registration closes tomorrow  
by Staff [02.24.15]
With just over a day left until online registration for GDC 2015 ends on February 25th at 11:59 PM PT, conference organizers are encouraging anyone interested in attending to register now.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Darkest Dungeon: Designing for despair, and kicking you when you're down 7
by Phill Cameron [02.24.15]
We talk to Chris Bourassa and Tyler Sigman of Red Hook Studios about the difficulty of Darkest Dungeon, and why they want their narrator to compound defeat by insulting the player.
Console/PC, Indie, Art, Design, Production, Business/Marketing

See Guilty Gear Xrd's striking 2D/3D art deconstructed at GDC 2015  
by Staff [02.23.15]
At GDC 2015 Arc System Works' Junya Christopher Motomura will detail how the venerable developer rebuild a classic 2D fighting game within a modern full-3D graphical framework.
Console/PC, Art, GDC