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August 5, 2015
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August 5, 2015
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Updates » Art
An indie game with 60 million players? The story of Transformice 11
by Gamasutra Community [05.28.15]
Four years in to creating a game that spiked in popularity beyond its developers wildest dreams: A postmortem of boom times, a changing business model, and a studio's transformation.
Console/PC, Indie, Art, Design, Production, Business/Marketing

Bloodstained's female lead, Miriam, reflects the game's audience  
by Christian Nutt [05.26.15]
"I think having a female hero is more motivating to male gamers, and I think women would like to control a female avatar, too," Koji Igarashi says in a new interview.
Console/PC, Art, Design, Business/Marketing

Get a job: Be an Art Director for Gearbox Software  
by Staff [05.26.15]
The studio that brought the world Borderlands and Aliens: Colonial Marines is looking for an art director to work on an "exciting unannounced project" at its Plano, Texas offices.
Console/PC, Art, Recruitment

Don't Miss: The Pac-Man Dossier Exclusive 10
by Jamey Pittman [05.26.15]
What design and AI lessons can we learn from Namco's seminal Pac-Man? From history through behavior, Gamasutra presents a comprehensive guide to the classic game in this 2009 feature.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Making the whimsical Monster Mingle: 2D art process and more 1
by Gamasutra Community [05.25.15]
Mingling monster parts and exploring a "world full of surprises" -- the art process for creating good-looking, kid-friendly characters and populating a world full of them.
Smartphone/Tablet, Indie, Art, Audio, Design

This Week in Video Game Criticism: From Polybius to pixel art 1
by Eric Swain [05.25.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics ranging from the legend of Polybius to a response to Blake Reynolds on the contemporary reception of pixel art.
Console/PC, Indie, Art, Design

Adding female Kerbals: The art iteration process 5
by Gamasutra Community [05.25.15]
"After overcoming all the challenges that the design exposed, Val felt like an already member of the Kerbal Universe. She become, as stated at the beginning of the post, more than polygons and textures."
Console/PC, Indie, Art

Sunset: Not that seventies style 3
by Gamasutra Community [05.25.15]
Tale of Tales' Michael Saymn writes about capturing the style of a decade through reference material -- not just visual, but political and cultural -- in Sunset.
Console/PC, Indie, Art, Design, Production

Don't Miss: What does a game designer do, exactly? 8
by Gamasutra Community [05.22.15]
In this timeless blog, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Be a Cinematic Artist for Telltale Games  
by Staff [05.22.15]
The studio responsible for (among other things) Game of Thrones and The Walking Dead are aiming to hire a cinematic artist to join the team at Telltale's San Rafael, CA office. There will be a test.
Console/PC, Art, Recruitment

Video: Designing an immersive user interface for Hearthstone 6
by Staff [05.22.15]
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.
Smartphone/Tablet, Art, Design, Video, Vault

Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive 7
by Toru Iwatani [05.22.15]
35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, GD Mag Exclusive, GD Mag

How to use Photoshop Layer Styles: An advanced guide for game illustrators 9
by Gamasutra Community [05.22.15]
"If you're like many Photoshop users, you might not use Layer Styles much. Or maybe you think that they're only good for cheesy bevel and drop shadow effects. Actually, Layer Styles can be very powerful."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Art

Video: Behind the scenes of Guilty Gear Xrd's striking 2D/3D art 1
by Staff [05.21.15]
At GDC 2015, Guilty Gear Xrd artist Junya C. Motomura explains how the team rebuilt a classic 2D fighting game in a full-3D graphical framework, while maintaining all of its old-school 2D charms.
Console/PC, Art, Video, Vault

How to manage a 2D art team  
by Gamasutra Community [05.21.15]
"Here I have some tips to share of how to manage an art team. We do outsourcing work, and I think if your art team is a developer’s internal team, it doesn’t make much difference."
Console/PC, Smartphone/Tablet, Indie, Art

Armor for dummies, and/or game developers 43
by Gamasutra Community [05.21.15]
A crash course in realistic armor design, since "some game character designers, not having to deal with physical items or the dangers of real battle, don't quite grasp some of the basics of functional armor design."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art

Modo maker The Foundry changes hands, to the tune of $312 million 2
by Christian Nutt [05.20.15]
UK-based creator of popular art tools has a majority investor -- private equity company HgCapital.
Console/PC, Art, Business/Marketing

Don't Miss: 'Roguelikes' - Getting to the heart of the it-genre 24
by Christian Nutt [05.20.15]
Over the last few years, the roguelike has become the it-genre in games. In this classic 2014 feature, Gamasutra spoke to developers at Klei, Spry Fox and more to get to the heart of its appeal.
Console/PC, Smartphone/Tablet, Indie, Art, Design

Don't Miss: Secret of Mana's enduring influence on game design 23
by Christian Nutt, Douglas Wilson [05.19.15]
What makes Secret of Mana for Super Nintendo so timeless? Back in 2013, Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discussed the topic on the week of the game's 20th anniversary.
Console/PC, Art, Audio, Design

Don't Miss: John Romero and Tom Hall recount making Doom 2
by Staff [05.18.15]
Designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem from GDC 2011.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing