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October 25, 2014
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October 25, 2014
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Updates » Art
Unity Pro now free to all PlayStation developers 5
by Kris Graft [09.17.14]
Game engine maker Unity said this morning it would be making the full Unity Pro suite free to all licensed PlayStation developers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production

Some invaluable 2D tools from the Unity Asset Store 6
by Gamasutra Community [09.17.14]
"It helps to have good tools. And to call Unity a 'good tool' would be a ridiculous understatement. But like everything else, it's got limitations.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Production

How to shoot photographs for better 2D in-game art 1
by Gamasutra Community [09.16.14]
"If youíre living in a big city, Beijing, Paris, Prague, you will not be short of museums. These are good places to hunt good antique pictures."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Art

20 fun facts about hex grids 23
by Gamasutra Community [09.16.14]
20 "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design

What to steal from Destinyís UI 8
by Gamasutra Community [09.12.14]
"This isnít a review, Iím not a critic, just noticed a bunch of clever stuff that wouldnít be hard to duplicate on an indie budget. Polish costs time, but my goodness does a game benefit from it."
Console/PC, Indie, Art, Design

Video: Designing Monument Valley to be an experience, not a game 2
by Staff [09.10.14]
Speaking at GDC Europe 2014, Monument Valley lead designer Ken Wong talks about how being embedded in a UX studio led ustwo games to create a puzzle game that looks like a series of M.C. Escher paintings.
Smartphone/Tablet, Art, Design, Production, Video

Get a job: Blizzard seeks a User Interface Artist for Heroes of the Storm  
by Staff [09.09.14]
The Southern California development studio behind the Warcraft series is looking for a UI artist for its upcoming MOBA.
Console/PC, Art, Recruitment

Don't Miss: Bungie forges a new artistic direction for Destiny Exclusive 11
by Christian Nutt [09.08.14]
Senior environment artist Jason Sussman takes us on a tour of how Bungie creates worlds that are both "hopeful" and "inspiring" as well as fun and functional.
Console/PC, Art, Production, Exclusive

GDC 2015 reveals new Summits and opens call for papers  
by Staff [09.08.14]
The GDC 2015 call for lectures and panels for topic-specific Summits focused on eSports, indie games, community management, free-to-play, narrative, mobile, and education ends 10/3.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Video: A Broken Sword postmortem from creator Charles Cecil  
by Staff [09.05.14]
Game industry veteran Charles Cecil speaks about his work writing and directing Broken Sword: Shadow of the Templars, the award-winning 1996 adventure that raised the bar for storytelling in games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Don't Miss: The SCUMM Diary: Stories of a seminal game engine Exclusive 12
by Staff, Mike Bevan [09.04.14]
SCUMM might "just" be a game engine -- but it's an engine that elicits emotions nearly as strong as the games that it powers. Here, SCUMM architect Aric Wilmunder shares stories from its development.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive

Get a job: Telltale Games is hiring a UI Artist  
by Staff [09.03.14]
The studio responsible for The Walking Dead adventure games is looking to hire an experienced UI artist to work alongside the team in Telltale's San Rafael, CA headquarters.
Console/PC, Art, Production, Recruitment

Game Design Deep Dive: Movement in Road Not Taken Exclusive 8
by Daniel Cook [09.03.14]
Spry Fox co-founder Daniel Cook writes about how and why they made a very specific game design decision in Road Not Taken, as part of a new Gamasutra series.
Console/PC, Indie, Art, Design, Production, Exclusive, Deep Dive

Get a job: Quantic Dream needs an Animation Director  
by Staff [09.02.14]
The house that built Beyond: Two Souls seeks a highly experienced animation director to supervise a team working on an unannounced project in Quantic Dream's Paris studio.
Console/PC, Art, Production, Recruitment

Don't Miss: Valve's design process for creating Half-Life 9
by Ken Birdwell [08.29.14]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Console/PC, Programming, Art, Audio, Design, Production

Parodying Final Fantasy in a game jam: Rude Bear RPG 1
by Gamasutra Community [08.29.14]
"I already knew I was going to do an JRPG going in, because this is the seventh Rude Bear, and there was no way RBVII wasnít going to be a Final Fantasy parody."
Console/PC, Indie, Art, Design, Production

Dynamic 2D character lighting 6
by Gamasutra Community [08.29.14]
Double Fine programmer Oliver Franzke writes about the technique used in Broken Age to "integrate Shay into (the beautiful) world" with character lighting.
Console/PC, Indie, Programming, Art

Don't Miss: Let's retire the word 'gamer' Exclusive 141
by Brandon Sheffield [08.28.14]
"The word 'gamer' is regressive. It accepts the portrait of us painted by the mainstream news media, and every time I hear it or read it it actually makes me feel a little sick."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Exclusive

'Gamers' don't have to be your audience. 'Gamers' are over. Exclusive 252
by Leigh Alexander [08.28.14]
'Game culture' as we know it is kind of embarrassing -- itís not even culture. Itís buying things, spackling over memes and in-jokes repeatedly, and itís getting mad on the internet.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Business/Marketing, Exclusive

Video: A Lucasfilm Games postmortem, told by those who lived it 2
by Staff [08.27.14]
This GDC 2014 postmortem featuring six of Lucasfilm Games' earliest employees asks the questions: "What mix of creative and business forces shaped this studio?" and "Could it be duplicated today?"
Console/PC, Social/Online, Art, Audio, Design, Production, Business/Marketing, Video, Vault