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February 10, 2016
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February 10, 2016
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Updates » Art
Don't Miss: The Witness artist reminds us to keep it simple, stupid 8
by Alex Wawro [01.27.16]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio in this classic 2014 feature.
Console/PC, Indie, Art, Design

Tetsuya Mizuguchi revisits Rez in a Classic Game Postmortem at GDC 2016  
by Staff [01.27.16]
Tetsuya Mizuguchi, responsible for critically-acclaimed games like Space Channel 5, Lumines and Child of Eden will be delivering a Classic Game Postmortem of his groundbreaking game Rez at GDC 2016!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Fireproof opens up in extensive behind the scenes look at The Room Three  
by Chris Kerr [01.27.16]
Fireproof Games has gone above and beyond to give fans and developers a behind the scenes look at its latest mobile puzzler, The Room Three
Smartphone/Tablet, Art, Production

Video: Creating fluid and powerful animations for Skullgirls 1
by Staff [01.26.16]
During the GDC 2014 Animation Bootcamp Skullgirls lead animator Mariel Cartwright breaks down how you can create powerful, fluid 2D animations good enough to pass muster in a fast-paced fighting game.
Console/PC, Indie, Art, Production, Video, Vault

Don't Miss: Jonathan Blow on the making of The Witness 13
by Lexi Pandell [01.26.16]
In this wide-ranging interview, Jonathan Blow discusses his design philosophy on The Witness, as well as the enormous personal investment of time (and money) that he's made in his new game.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Come to GDC for a postmortem look at the making of Alphabear  
by Staff [01.26.16]
David Edery, CEO of multifaceted development studio Spry Fox, will be delivering an earnest postmortem of the studio's popular mobile puzzle game Alphabear at GDC 2016 in March.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: An architect discusses her work on The Witness 16
by Deanna Van Buren [01.25.16]
In this blog post, Deanna Van Buren of FOURM design studio discusses the role that architects and landscape architects played in creating the world of The Witness.
Console/PC, Indie, Art, Design

Get a job: Be a VFX Artist on Respawn's unannounced project  
by Staff [01.25.16]
The studio that built Titanfall is looking to hire visual effects artists to work on both Titanfall and the studio's new 3rd-person action-adventure game at its headquarters in Van Nuys, California.
Console/PC, Art, Recruitment

Don't Miss: The character design of Blade & Soul is all about flow 5
by Brandon Sheffield [01.25.16]
In this classic 2010 interview, conducted in his native Seoul, Korean game developer Hyung-Tae Kim discusses his process, his thoughts on anatomy and character, and his influences.
Console/PC, Social/Online, Art, Design

Dev think-tank looks to solve game design's 'toughest problems'  
by Chris Kerr [01.22.16]
Project Horseshoe, an invitation-only think-tank style conference that aims to address the challenges of modern game design, has published its official 2015 report.
Programming, Art, Design

Blog: Tying Dark Souls' concept art to its environmental design 1
by Gamasutra Community [01.22.16]
"Dark Souls has no map for us to consult, yet the general consensus seems to be that navigating Lordran on its own terms works anyway. What is this clarity, exactly?"
Console/PC, Art, Design

Get a job: Sony is hiring an Artist to make PlayStation VR games  
by Staff [01.20.16]
Want to work on PlayStation VR? Sony Computer Entertainment Europe is looking to hire experienced artists to work on PlayStation VR titles at its studio in Manchester, England.
VR, Art, Recruitment

Don't Miss: How Blizzard designed the immersive UI of Hearthstone 6
by Staff [01.20.16]
Hearthstone senior UI designer Derek Sakamoto breaks down Blizzard's approach to UI design at GDC 2015, in the process shedding light on how you can best craft a great UI for your own game.
Console/PC, Smartphone/Tablet, Art, Design

Get advanced graphics tips from Remedy, Nvidia and AMD at GDC 2016  
by Staff [01.20.16]
DirectX fans, take note: GDC 2016 organizers are offering an early look today at the scope and ambitions of the Advanced Graphics Techniques Tutorial Day that will help kick off the March conference.
VR, Console/PC, Programming, Art, GDC

Creative direction for game art: Gathering inspirations 2
by Gamasutra Community [01.20.16]
"My job as the creative director is simple, I’m a sleuth for interesting looking things, then put them together to make the theme of map zones. I put basic ideas and some reference pictures in a document, and pass it to the art team."
Smartphone/Tablet, Art

Get a job: Telltale Games seeks an experienced Rigging Artist  
by Staff [01.19.16]
Minecraft: Story Mode developer Telltale Games seeks a Senior Rigging Artist to work on games alongside the rest of the team at the company's San Rafael, CA headquarters.
Console/PC, Art, Recruitment

Video: Cinematic storytelling in Middle-earth: Shadow of Mordor  
by Staff [01.19.16]
At GDC 2015's Narrative Summit Monolith's Ethan Walker takes the stage to showcase how the studio designed Middle-earth: Shadow of Mordor to feel like a cinematic story you can play through.
Console/PC, Art, Audio, Design, Production, Video, Vault

Don't Miss: Designing Darkest Dungeon to inspire despair 8
by Phill Cameron [01.19.16]
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

Everybody's Gone to the Rapture scribe honored at UK Writers' Guild Awards  
by Chris Kerr [01.19.16]
The Chinese Room co-founder Dan Pinchbeck took home the award for Best Writing in a Video Game at last night's Writers’ Guild of Great Britain Awards.
Console/PC, Indie, Art

Road to the IGF: Dinosaur Polo Club's Mini Metro Exclusive  
by Alex Wawro [01.18.16]
Gamasutra's Road to the IGF continues in this interview with developer Peter Curry about how Dinosaur Polo Club built Mini Metro from a jam game into a strikingly streamlined transit puzzle game.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, IGF