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April 19, 2014
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April 19, 2014
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Updates » Art
Rigging and animating on the cheap (and easy) 10
by Gamasutra Community [02.06.14]
"We've built an animation pipeline that minimizes the time spent rigging 3D characters, shares a single character rig across a number of characters, and shares animations across those characters."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art

Road to the IGF: Simogo's DEVICE 6 Exclusive  
by Leigh Alexander [02.05.14]
Continuing Gamasutra's Road to the IGF series of interviews with nominated developers, we talk to Simogo's Simon Flesser about DEVICE 6, a stylish and surreal narrative-driven iOS puzzle game.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, Mobile Games, IGF

Solving 2.5D rendering challenges in Lovers in a Dangerous Spacetime 4
by Gamasutra Community [02.05.14]
A technique for 2.5D rendering in Unity: "Our solution was simple. In Maya, we would combine all the quads into a single mesh and that would solve all of our problems."
Console/PC, Indie, Programming, Art, Production

Watch DICE Summit sessions streamed live  
by Staff [02.05.14]
The annual DICE Summit is in Las Vegas this week, and starting today at 9:30 a.m. PST (12:30 p.m. EST), the event will be streamed via Twitch.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video

Road to the IGF: Lucas Pope's Papers, Please Exclusive  
by Leigh Alexander [02.04.14]
Continuing our series of Road to the IGF interviews with nominees, we talk to Lucas Pope about Papers, Please, the piquant border control simulator nominated for multiple accolades.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

Video: Making games look like movies, circa GDC 2004  
by GDC Staff [02.03.14]
In this programming talk from the GDC Vault, ATI and PDI/Dreamworks experts compare shading techniques used in the Shrek series to the real-time shading used in games like Jak 2.
Console/PC, Programming, Art, Video

Toronto's Hand Eye Society gears up to celebrate Canadian game devs Exclusive  
by Kris Ligman [02.03.14]
Gamasutra speaks with Toronto-based dev Jim Munroe (Unmanned) about Hand Eye Society's upcoming Fancy Video Game Party -- an event honoring the work of local Canadian game developers.
Indie, Art, Exclusive

From Tempest to TxK: Jeff Minter takes you on a tour of far-out shooters 7
by Gamasutra Community [01.31.14]
The man behind Tempest 2000 will soon release TxK for the PlayStation Vita, and in this blog post he takes you on a tour of his visual, aural, and gameplay aesthetic over the years.
Console/PC, Indie, Art, Audio, Design

Blog: How to create the cutout effect in 3D games 2
by Gamasutra Community [01.31.14]
It's nice when players can see their characters in a 3D environment, isn't it? Tyler Glaiel shares his method for a "crop circle" effect in Bombernauts.
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Reminder: 24 hours left to early register for GDC 2014  
by GDC Staff [01.30.14]
With just over a day left until early registration for GDC 2014 ends on January 31, conference organizers are encouraging anyone interested in attending to register now at the discounted rate.
Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Road to the IGF: Damian Sommer and Emily Carroll's The Yawhg Exclusive 1
by Leigh Alexander [01.29.14]
Continuing our Road to the IGF series of interviews with finalists, we talk to Damien Sommer about The Yawgh, a local multiplayer choose-your-own adventure game latticed with depth and beauty.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

Dave Lebling revisits Zork in GDC 2014 Classic Game Postmortem 1
by GDC Staff [01.29.14]
Organizers of the 2014 Game Developers Conference are announcing an exciting Classic Game Postmortem featuring Zork co-creator Dave Lebling.
Console/PC, Programming, Art, Audio, Design, Production, GDC

Blog: Why we changed art style in the middle of our Kickstarter campaign 4
by Gamasutra Community [01.28.14]
Kevin Zhang explains why his team decided to radically revamp the game's art style during its Kickstarter campaign -- and the massive positive effect it had on backers.
Console/PC, Indie, Art, Business/Marketing

Riot shares tips on fostering online sportsmanship at GDC 2014  
by GDC Staff [01.27.14]
Session highlights today include a guide to fostering sportsmanship in online games, a talk from a Valve artist about how the company created a large volume of art for CS:GO efficiently, and more.
Console/PC, Indie, Art, Design, Production, GDC

Video: Character modeling in Lovers in a Dangerous Spacetime 3
by Gamasutra Community [01.27.14]
Matt Hammill shares the modeling/rigging/animation process for indie hit Lovers in a Dangerous Spacetime in this video blog.
Indie, Art

Epic partners with British university to build Epic Games Centre  
by Alex Wawro [01.23.14]
Epic Games has announced a two-year partnership with Staffordshire University to provide the university's game design program with hardware, software, and guidance from Epic Games personnel.
Console/PC, Programming, Art, Audio, Design, Production

GDC Play and the 'Best in Play' awards return to GDC 2014  
by GDC Staff [01.23.14]
'Best in Play' awards for games in the emerging/independent developer showcase will once again be given during the March show in San Francisco, with 8 winners getting GDC 2015 passes.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Business/Marketing, GDC

Video: Programming as Art for Nintendo and Apple platforms 1
by GDC Staff [01.22.14]
"A Scanner Darkly" head of animation Bob Sabiston explores the design and UI of his Nintendo DSi/eShop and iOS projects Inchworm Animation, Headspace, and Voxel, along with a brief demo of his upcoming 3DS art project using 3D depth.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Video

2014 Independent Games Festival announces Student Showcase winners  
by GDC Staff [01.22.14]
The Independent Games Festival Student Competition took in nearly 350 student-developed games. Here are the eight that made the cut.
Indie, Programming, Art, Audio, Design, GDC

Eugene Jarvis explains Robotron 2084 in GDC 2014 Classic Game Postmortem  
by GDC Staff [01.22.14]
For March's Game Developers Conference 2014, we're excited to announce a Robotron 2084 postmortem from industry legend Eugene Jarvis.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC