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November 27, 2015
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November 27, 2015
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Updates » Art
Inside the campaign design of Halo 5: Guardians  
by Bryant Francis [10.26.15]
We spoke to key members of Halo 5: Guardians campaign design team to find out more about a new approach to one of video games' biggest franchises.
Console/PC, Art, Design, Production

User interface design: A natural evolution 2
by Gamasutra Community [10.26.15]
The process of going from placeholder to final: "The HUD was the most delicated and complex part when it came to the point of pleasing all the members of the team."
Smartphone/Tablet, Art

Sources of inspiration for mobile game map art  
by Gamasutra Community [10.23.15]
"Here I give a few ideas of where our team finds inspirations for map art. And of course the world is so rich and vast, there’re inexhaustible subjects you can dig into."
Smartphone/Tablet, Art

Get a job: Artillery is hiring a VFX Artist  
by Staff [10.22.15]
California startup Artillery is looking for a VFX artist to help bring color and life to Project Atlas, the PC RTS it's developing with eSports personality Sean "Day[9]" Plott at its Palo Alto HQ.
Console/PC, Art, Recruitment

The making of Star Wars: Shadows of the Empire GDMag Exclusive 5
by Mark Haigh-Hutchinson [10.21.15]
The renewed Star Wars hoopla has us remembering how excited we were when we were when this N64 classic was released. Here's an in-depth postmortem that ran in a 1997 issue of Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Video: Deconstructing the art design of Dragon Age: Inquisition  
by Staff [10.21.15]
At GDC 2015 BioWare's Neil Thompson delivers a frank talk about the inspiration behind the art direction of the company's critically acclaimed Dragon Age: Inquisition.
Console/PC, Art, Production, Video

The making of Far Cry 2 GDMag Exclusive 1
by Clint Hocking [10.21.15]
'Far Cry 2 is not a typical title,' writes Clint Hocking in this postmortem from Game Developer magazine. In honor of the game's release 7 years ago today, we're republishing the article in full.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive, GD Mag

Q&A: How Dropsy fights cynicism (and clown stereotypes) 1
by Konstantinos Dimopoulos [10.20.15]
'I can't blame anyone for assuming that Dropsy is a stoner horror-comedy thing,' says Jay Tholen. But his sweet-natured take on point-and-click adventures demolishes insane clown cliches.
Console/PC, Indie, Art, Design, Production, Video

Spectators and players need the same thing from your game design 4
by Phill Cameron [10.20.15]
Adam Saltsman and Rami Ismail take a break from their latest games to ruminate on the surprising and positive similarities of developing a game that streams well and a game that plays well.
Console/PC, Indie, Art, Design, Production, Business/Marketing

Unbound: An Ode to Wired Women 2
by Katherine Cross [10.19.15]
What do the classic RTS Homeworld and the modern mobile game 80 Days have in common? Fascinating female characters who develop a unique relationship with their means of transportation.
Console/PC, Indie, Art, Design

How Manifold Garden makes reality fold back on itself  
by Phill Cameron [10.16.15]
William Chyr explains why he went from creating massive balloon sculptures in art galleries to designing infinite virtual structures in his game Manifold Garden.
Console/PC, Indie, Art, Design, Production

Get a job: Ready at Dawn is hiring an experienced Concept Artist  
by Staff [10.15.15]
The studio responsible for The Order: 1886 seeks an experienced artist to work on creating concept art alongside the rest of the team at Ready At Dawn's Irvine, CA headquarters.
Console/PC, Art, Recruitment

Q&A: Orchestrating nine-player co-op chaos in A Fistful of Gun  
by Konstantinos Dimopoulos [10.14.15]
'If you want something with traditional controls or you hate arcade coin-chewers, it's probably not gonna be your thing,' says Paul 'Farmergnome' Hart. 'And I am okay with that.'
Console/PC, Indie, Art, Design, Video

Postmortem: Inkle's 80 Days Exclusive 3
by Jon Ingold & Joseph Humfrey [10.14.15]
Developers at Inkle explain how small side-project turned into a huge endeavor, and eventually became one of the most critically acclaimed games on the App Store, Google Play and Steam.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing, Exclusive

UK government launches £4 million Prototype Fund 3
by Chris Kerr [10.12.15]
The UK Government has launched the Video Games Prototype Fund, a £4 million funding pool that will help small developers find their feet and create promising prototypes.
Indie, Art

Architecture in video games: Designing for impact in The Witness 16
by Gamasutra Community [10.12.15]
Deanna Van Buren, the architect who collaborated with Jonathan Blow on The Witness, explains how her art could contribute to games that feel and look more real and compelling.
Console/PC, Indie, Art, Production

Composing the music for a game about a gladiator school  
by Gamasutra Community [10.12.15]
"We decided to write music that was culturally inspired by different geographical areas of the far reaching Roman Empire."
Indie, Art, Audio

Don't Miss: The neuroscience driving survival horror game design 15
by Maral Tajerian [10.09.15]
How do survival horror games work on our brains? Neuroscientist M. Tajerian unpacks the mechanisms behind the scares in Amnesia, Dead Space and Silent Hill in this classic 2012 feature.
Console/PC, Indie, Programming, Art, Audio, Design

Get a job: Hangar 13 is hiring an experienced Graphics Engineer  
by Staff [10.08.15]
Novato-based Hangar 13, the newest 2K Games studio, is looking for a seasoned graphics programmer to work alongside the team on Mafia III at its Novato, CA headquarters.
Console/PC, Programming, Art, Recruitment

Don't Miss: An inside look at how Valve developed Portal 8
by Staff [10.08.15]
Erik Wolpaw, Kim Swift & Jeep Barnett explain how and why Valve managed to create its seminal Portal puzzle game in this classic feature reprinted from a 2008 issue of Game Developer Magazine.
Console/PC, Programming, Art, Audio, Design, Production