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December 1, 2015
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Updates » Art
Oculus Story Studio releases UE4 assets for Henry  
by Christian Nutt [09.29.15]
Impressive interactive narrative VR experience shared with developers around the globe to help show "a practical example of how a VR story could be made in Unreal."
Console/PC, Programming, Art, Audio, Video, VR

Reminder: Submit your talks now for the GDC 2016 Summits!  
by Staff [09.25.15]
Heads up, would-be GDC 2016 speakers: Now is your chance to propose a talk for one of the first-class Summits at GDC 2016! Do it before submissions close next Friday, 10/2 at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

How Oculus builds its own VR content: Lessons learned  
by Christian Nutt [09.24.15]
At Oculus Connect, two leads from the company's Seattle-based content team, talked through the development of the company's demo content, sharing important insights into what makes for good VR.
Console/PC, Art, Design, Production, VR

Spending time to save money 4
by Gamasutra Community [09.24.15]
"I donít fault anyone for wanting nice art, and would love more for our game. Still, when faced with constraints, I think it is a safer bet to prioritize developing the gameplay and systems."
Indie, Art, Production

Johan Gjestland on mobile games, flying, and Fugl  
by Gamasutra Community [09.24.15]
"I love flying, always been fascinated by it. When I was little, my biggest dream was flying, I really thought I could do it, if I just believed it enough!"
Smartphone/Tablet, Indie, Programming, Art, Business/Marketing

Modular techniques in triple-A asset creation: Making great wheels 2
by Gamasutra Community [09.23.15]
Ubisoft senior artist Jobye Karmaker: "Wheels are arguably what makes or breaks a vehicle in game art. You could have the best looking vehicle body, but if the wheels suffer in quality, the whole vehicle does too."
Console/PC, Art

A deep look at the world design of Assassin's Creed: Syndicate 1
by Chris Kerr [09.23.15]
"I recently had the chance to speak to Assassin's Creed: Syndicate world director Jonathan Dumont to find out how Ubisoft unravels and recreates the past inside its time-hopping franchise year after year."
Console/PC, Art

Video: How Halo was reborn -- The Halo 4 postmortem  
by Staff [09.23.15]
Halo creative director Josh Holmes speaks at GDC 2013 about how 343 dealt with the challenges inherent in building a studio from scratch to take over development of Bungie's seminal series.
Console/PC, Art, Design, Production, Video, Vault

Reminder: Submit talks now for the first annual VRDC at GDC 2016!  
by Staff [09.22.15]
VR and AR enthusiasts, take note: Now is your chance to propose a talk for the all-new Virtual Reality Developers Conference at GDC 2016!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, VR, GDC

How (and why) Masquerada is risking government censorship 3
by Bryant Francis [09.22.15]
Singaporean dev Witching Hour Studiosí fantasy strategy RPG Masquerada: Songs and Shadows has a gay character. Officials in the Singaporean government would rather it didn't.
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

Worlds worth believing in: On Demon's Souls and Dark Souls  
by Gamasutra Community [09.22.15]
"I can point at Demonís Souls and Dark Souls and say that both have set off a greater personal interest in architecture; and yet, something is further below, just as there is something further below Lordran."
Console/PC, Art, Design

Don't Miss: How Bungie forged a new artistic direction for Destiny 11
by Christian Nutt [09.21.15]
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) in this classic 2014 feature.
Console/PC, Art, Design

6 UX/UI improvements I made to my game, and where I go from here  
by Gamasutra Community [09.21.15]
"I'm quite happy and proud of everything that I managed to get done these past few months, however, it's become clear that in some ways, the product itself isn't the problem."
Smartphone/Tablet, Indie, Art, Design, Production

Video: Deconstructing the art design of Journey  
by Staff [09.18.15]
Thatgamecompany's Journey is dominated by gentle slopes, but in this GDC 2013 talk its art director, Matt Nava, explains how the game's art direction coalesced through rocky starts and sharp turns.
Console/PC, Indie, Art, Video, Vault

Don't Miss: Can joy be more 'adult' than violence? 29
by Leigh Alexander [09.18.15]
In this classic 2014 feature Honeyslug's Ricky Haggett and Funomena's Robin Hunicke look at joy as an alternative quality of mature games, which are often dominated by violence.
Console/PC, Indie, Programming, Art, Design

3 steps to improve your game's graphics 6
by Gamasutra Community [09.18.15]
"Resonant visuals are more than just detailed graphics. They have to be both beautiful and meaningful. In practice, your gameís aesthetics encompass both the principles of design and your overall art style."
Indie, Art, Production

The tools, tips and tricks behind the spellbinding Armello  
by Gamasutra Community [09.17.15]
Experience counts, but it is the tools, resources, and established workflows that often really help us perform the impossible; create the magic and breathe the life into our projects.
Indie, Art, Audio, Production

Get a job: Sony Santa Monica seeks a Character Artist  
by Staff [09.16.15]
Sony's Santa Monica-based studio is looking for an experienced artist to collaborate with the God of War team and develop new characters using a mix of fine art and technical art skills.
Console/PC, Art, Recruitment

The design decisions that turned Relativity into Manifold Garden 3
by Phill Cameron [09.16.15]
We talk to William Chyr about the design decisions the led him to change the title of his game from Relativity to Manifold Garden just a few months before release.
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

Opinion: What can game devs learn from 19th century art? 1
by Katherine Cross [09.14.15]
Nineteenth century artist Gustave Caillebotte showed how old methods could be used to tackle new subjects in a stunningly expressive way. Game devs can do the same, says columnist Katherine Cross.
Art, Design