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August 30, 2014
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August 30, 2014
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Updates » Art
Video: Understanding the successful relaunch of Final Fantasy XIV  
by Staff [07.14.14]
Final Fantasy XIV: A Realm Reborn director Naoki Yoshida speaks candidly at GDC 2014 about how Square Enix stumbled when launching their second big MMORPG -- and how it found its footing.
Console/PC, Social/Online, Programming, Art, Design, Production, Business/Marketing, Video, Vault

Book extract: An Architectural Approach to Level Design 4
by Gamasutra Community [07.14.14]
"Architectural techniques and theories for level designers to use in their own work, practical elements of how designers construct space are addressed along with experiential elements of how and why humans interact with this space."
Console/PC, Art, Design

How to create a tablet UI that suits your game 4
by Gamasutra Community [07.14.14]
"Through this article we will be taking a look at how the UI evolved from a bunch of scribbles to a fully fleshed out interface that complemented our in-game art."
Smartphone/Tablet, Art

'How has the popularity of eSports affected how you make games?'  
by Christian Nutt [07.11.14]
With EVO going on this weekend, Gamasutra's staff began to wonder how the rise of professional, competitive play is affecting how developers make games -- so we asked.
Console/PC, Social/Online, Indie, Art, Design, Production, Business/Marketing

Video postmortem: Deconstructing the success of Puzzle & Dragons  
by Staff [07.11.14]
GungHo Online CEO Kazuki Morishita took the stage at GDC 2014 to give a polite, measured look back at how the game was designed to entice players while generating sustainable profit.
Smartphone/Tablet, Programming, Art, Design, Production, Video, Vault

Don't Miss: Let's revisit Final Fantasy X! Anyone? Exclusive 59
by Leigh Alexander [07.11.14]
Games remember who we were when we played them. Leigh Alexander revisits Final Fantasy X -- and puzzles over the lost heyday of big Japanese roleplaying games.
Console/PC, Art, Design, Exclusive

Creating Aztez's unique high-contrast look 9
by Gamasutra Community [07.11.14]
"We've had Aztez on the promotional tour for some time now, and we get these questions a LOT: Is Aztez 2D or 3D? How do you outline your assets in black? What shader are you using to create your look?"
Console/PC, Indie, Art

GDC Next debuts talks on Adrift and the value of failing fast  
by GDC Staff [07.10.14]
GDC organizers debut talks from industry veteran Laralyn McWilliams and Adr1ft developer Adam Orth for the future-focused GDC Next show, which will be held in Los Angeles this November.
Console/PC, Social/Online, Indie, Art, Design, Production, GDC Next

6 things I learned from indie development 11
by Gamasutra Community [07.10.14]
"In making Bain's Redemption, I came into the project as a programmer. Eventually, I found myself doing design, business, marketing, and even some art."
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Art and animation workflow on a 2D, casual mobile game 3
by Gamasutra Community [07.10.14]
An in-depth look at art and animation production -- from original pencils through to finished and launched app, from a small studio with a heavy 2D art focus.
Social/Online, Smartphone/Tablet, Indie, Art, Production

GDC Europe 2014 adds Below, Assassin's Creed talks  
by GDC Staff [07.10.14]
Designers from Capybara Games and Ubisoft join the lineup of speakers exploring the art and business of games at GDC Europe 2014 this August in Cologne.
Console/PC, Indie, Art, Design, Production, Business/Marketing, GDC Europe

Get a job: Amazon Game Studios is hiring a Graphics Engineer  
by Staff [07.09.14]
The folks at Amazon Game Studios are looking to hire a software engineer to work as a graphics specialist on a rendering team at the studio's Irvine, CA offices.
Console/PC, Smartphone/Tablet, Programming, Art, Production, Recruitment

Don't Miss: Can joy be more 'adult' than violence? Exclusive 28
by Leigh Alexander [07.09.14]
"Adult content" rules commercial games -- but repetitive, blistering violence gets dull. Honeyslug's Ricky Haggett and Funomena's Robin Hunicke look at joy, as an alternative quality of mature games.
Console/PC, Indie, Programming, Art, Design, Exclusive

How Tearaway's emphasis on imperfection made the game more personal 1
by Mike Rose [07.09.14]
Rex Crowle, lead creator on Media Molecule's Tearaway, says that by highlighting the imperfections of papercraft, he and his team were able to make a more personal game.
Console/PC, Art, Design

There is nothing to 'do' in OReilly's Mountain - and that's a good thing Exclusive 39
by Leigh Alexander [07.08.14]
Artist David OReilly's Mountain feels like a rebellion against everything that's been bothering me.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive

Video: Diverse voices sharing countless ideas in GDC 2012 Microtalks 1
by Staff [07.07.14]
Industry veterans like Amy Hennig, Cliff Bleszinski, and Richard Lemarchand give great, rapid-fire presentations on the theme of "Playing for Time" during the Microtalks session at GDC 2012.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Oculus VR has its own developer event 1
by Kris Graft [07.07.14]
In an effort to directly foster its relationship with creators, Oculus VR said today it would host a new developer-centric event this year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Business/Marketing

Video: Designing for mystery in Kentucky Route Zero 1
by Staff [07.04.14]
As part of the GDC 2014 Independent Games Summit, Cardboard Computer's Jake Elliott speaks briefly about how their development process evolved to focus on creating mystery, rather than puzzles.
Console/PC, Indie, Art, Audio, Design, Production, Video, Vault

Finding a mobile-friendly art style that works, stands out 8
by Gamasutra Community [07.04.14]
A look at the iterative process of background creation for match-3 game Feeding Time, and how the considerations of readability and aesthetic interest are addressed.
Smartphone/Tablet, Art

Can joy be more 'adult' than violence? Exclusive 28
by Leigh Alexander [07.04.14]
"Adult content" rules commercial games -- but repetitive, blistering violence gets dull. Honeyslug's Ricky Haggett and Funomena's Robin Hunicke look at joy, as an alternative quality of mature games.
Console/PC, Indie, Programming, Art, Design, Exclusive