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May 24, 2013




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Updates » Art
Making an action game minion 2
by Gamasutra Community [05.03.13]
Mobile game developer Tim Harris shares the process of creating an enemy minion in the upcoming game Morning Star. See how the "Renfield" came to be, from concept to wireframe animation.
Smartphone/Tablet, Art, Design

Return of a revolution: Sissyfight is back Exclusive 1
by Leigh Alexander [05.03.13]
Pioneering late '90s cult online game Sissyfight is aiming to relaunch, and creators Eric Zimmerman & Naomi Clark tell us about how the game changed a paradigm -- and helped launch a scene.
Console/PC, Social/Online, Indie, Programming, Art, Design, Production, Exclusive

Video: Hideo Kojima shows off Metal Gear Solid V's FOX Engine at GDC  
by GDC Vault Staff [05.01.13]
Kojima Productions uses Metal Gear Solid V to demonstrate its photorealistic FOX Engine at GDC 2013, showing techniques that make the source material and in-game assets almost indistinguishable.
Console/PC, Programming, Art, Design, Production, Video

'Democracy is a killer, sometimes, in making games' 23
by Kris Ligman [05.01.13]
Richard Tsao, Ubisoft Chengdu's managing director, talks about the unique challenges (and advantages) of game development in the Chinese mainland.
Console/PC, Programming, Art, Design, Production, Business/Marketing

This Week in Video Game Criticism: From Magic to Dragon's Crown 1
by Johannes Köller [04.29.13]
This week, our partnership with game criticism site Critical Distance brings us picks from Johannes Köller on topics including Dragon's Crown, how magic is modeled in games, and more.
Console/PC, Indie, Art, Design

Postmortem 4-in-1: FTL, Dyad, Dragon Fantasy, War Commander 5
by Staff [04.29.13]
Four postmortems to help you stay current on every potential platform out there. Find out what went right and what went wrong in development of these noteworthy games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How can games contain and convey values? Exclusive 24
by Leigh Alexander [04.26.13]
Mary Flanagan (Critical Play) shares examples of her increasingly-analog work and its associated research to show that games can carry biases -- or they can teach about the dissolution of prejudice.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Design, Production, Exclusive

A postmortem of the early Steam Greenlight game Forge 7
by Gamasutra Community [04.26.13]
An incredibly deep look at the development and release of Forge, a Steam Greenlight selection from the art team that worked on Tales of Monkey Island.
Console/PC, Art, Design, Production, Business/Marketing

Get a job: Join CCP as a Technical Art Director  
by Kris Ligman [04.26.13]
"The Technical Art Director leads a team of technical artists who will interface with every discipline in the art department to develop tools and processes critical to the delivery of all art content."
Console/PC, Art, Production, Recruitment

Blog: Tips for designing your video game's logo 9
by Gamasutra Community [04.26.13]
You want a logo that captures the spirit of your game and correctly communicates that to your potential audience. How do you go about it? The developers of Folk Tale expose the process.
Console/PC, Indie, Art, Business/Marketing

Get a job: Edge of Reality looking for level artists 1
by Kris Ligman [04.25.13]
"Edge of Reality is an independent cross platform studio based in Austin, Texas. We are working on Loadout, a F2P multiplayer shooter based on extensive weapon customization, and on an unannounced project with a major publisher."
Console/PC, Art, Production, Recruitment

Live 'Let's Play' game exhibition descends upon Chicago  
by Kris Ligman [04.25.13]
Chicago-based cinema house will screen series of live Let's Play demonstrations from notable independent game developers.
Indie, Art

Video: Making a game while struggling with obsessive compulsiveness 3
by GDC Vault Staff [04.24.13]
At GDC, Matt Gilgenbach shared his struggles with obsessive-compulsive disorder while developing the PlayStation Network and PC rhythm shooter Retro/Grade.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video

The challenge of designing games in the next generation 58
by Gamasutra Community [04.24.13]
Adrian Chmielarz (Bulletstorm) argues that as visual fidelity goes up, the tropes designers rely on will become too awkward to use -- and games must change or suffer the consequences.
Console/PC, Art, Design

How one charity is using games to bring bicycles to those in need  
by Leigh Alexander [04.23.13]
After some tough lessons in being a new publisher, Global Gaming Initiative has regrouped with a unique proposition to fund games whose proceeds will tangibly benefit real-world charities.
Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Design, Production

Blog: Can video games teach us about race? 40
by Gamasutra Community [04.23.13]
With an increased focus on diversity in games a hallmark of 2013 so far, the time is ripe to bring race into the conversation. But more skin tone options and token minority characters aren't the answer.
Console/PC, Art, Design

Final reminder: Call for GDC Europe 2013 talks closes today!  
by Staff [04.22.13]
Game Developers Conference Europe 2013 organizers are reminding that the show's call for lectures will close today- submit your talks for the August show in Cologne before midnight PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, GD Mag, Programming, Art, Audio, Design, Production, Business/Marketing

Send your dirty dev tricks for the final issue of GD Mag!  
by Staff [04.19.13]
Game Developer is bringing back one of one of its most popular features: Dirty Coding Tricks! It's not just for coders, though; send us stories of your dirtiest workarounds for other dev discipline.
GD Mag, Programming, Art, Audio, Design, Production

How an enemy gets made: Art from concept to final model 4
by Gamasutra Community [04.17.13]
A full evolution from rough basic concept through refinement, final design, modeling, animation, and even a high-quality CG render of a single in-game enemy character.
Smartphone/Tablet, Indie, Art

Mayhem Triple: An indie's own personal Duke Nukem Forever 1
by Mike Rose [04.16.13]
Indie developer Dustin Gunn has released his new game Mayhem Triple, and it's a bit of a special one for the dev -- it's his own Duke Nukem Forever, 10 years in the making.
Indie, Art, Design, Business/Marketing, Video