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October 6, 2015
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Updates » Art
Don't Miss: The ups and downs of developing Goat Simulator 7
by Gamasutra Community [07.15.15]
In this classic feature, a Goat Simulator dev explains how "We’ve discarded a large part of game development practices...We’ve made a game in a way we never thought we would, and it actually worked."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Postmortem: Technocrat's cyberpunk adventure game Technobabylon Exclusive 1
by James Dearden [07.15.15]
James Dearden of Technocrat Games talks about the highs and lows developing Technobabylon, a classic 1990s-style cyberpunk adventure game that was five years in the making.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Get a job: DrinkBox Studios is hiring a 2D Animator  
by Staff [07.14.15]
The studio responsible for Guacamelee! is currently working on Severed and needs an experienced 2D animator to work on a contract basis alongside the team at DrinkBox's Toronto HQ.
Indie, Art, Recruitment

Making and selling visual novels and dating sims 7
by Gamasutra Community [07.14.15]
"Visual novels really are works of love and passion. Don't underestimate the amount of time and effort it takes to write a good story, create good gameplay and develop interesting characters."
Console/PC, Indie, Programming, Art, Design, Business/Marketing

Creating an authentic pseudo-3D world: Asset placement in Oh, Deer! 7
by Gamasutra Community [07.13.15]
"We made a pseudo 3D game in 2015. It's called Oh, Deer! Alpha, and we didn't fake it. There are no polygonal roads with filters over them, no cheats, just six sprite atlases and a bunch of code."
Console/PC, Indie, Art, Production

Bringing Lara Croft to life: The tech and art of it  
by Christian Nutt [07.10.15]
"When you’re putting together a well-known character like Lara, you have to be aware of every aspect that goes into making her," says Rise of the Tomb Raider senior character artist Kam Yu.
Console/PC, Art

Get a job: Gameloft is hiring an Art Director  
by Staff [07.10.15]
The folks at Gameloft are looking to hire an experienced artist to serve in a director role alongside the mobile game development teams at the company's Seattle, WA offices.
Smartphone/Tablet, Art, Production, Recruitment

Don't Miss: Overhaul's Baldur's Gate: Enhanced Edition postmortem Exclusive 5
by Trent Oster [07.10.15]
What goes into remaking a classic PC game? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Visual cues in level design 1
by Gamasutra Community [07.10.15]
"It's sometimes easy to forget how much design and art need to coexist, nevertheless; we need to make sure our visual cues are properly motivating."
Console/PC, Art, Design

Making the episodic cartoon Victorian adventure Bertram Fiddle 1
by Gamasutra Community [07.09.15]
"The scope was really big; there were a lot of challenges. This post will hopefully be of help to other small teams that want to produce point-and-click games or other titles that rely on a lot of content."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

What happens when you give players 100 tries to beat a roguelike? Exclusive 6
by Phill Cameron [07.09.15]
We talk to Dan Marshall of Size Five Games about The Swindle's firm stance against unlimited lives, regenerating health, "aggressive tutorialization," and other challenge-sapping features
Console/PC, Indie, Programming, Art, Design, Production, Exclusive, Video

Don't Miss: Breaking the NES - Developing Shovel Knight 21
by Gamasutra Community [07.08.15]
In this classic blog, Yacht Club Games coder David D'Angelo details how breaking but "being aware of the rules... led to the game feeling clear and simple; one of the hallmarks of a great NES game."
Console/PC, Indie, Programming, Art, Audio, Design

Odallus: A graphic love letter to the NES 10
by Gamasutra Community [07.08.15]
"I have chosen to skip a bunch of NES limitations, but it was always with the best intentions. I keep everything I thought to be necessary in order to keep the NES feel while bending some rules."
Console/PC, Indie, Art

'Our love for videogames': Tale of Tales' approach to the medium 13
by Gamasutra Community [07.07.15]
"We are sad that we haven’t been able to make anything we can consider a masterpiece. We can only hope that our modest contribution can inspire future, more capable generations."
Console/PC, Indie, Art, Design, Production, Business/Marketing

ARK hits 1 million sold, reveals UE4 modding toolset  
by Bryant Francis [07.07.15]
Studio Wildcard has announced new modding support for hit Steam early access game Ark: Survival Evolved, which has now sold an impressive 1 million copies.
Console/PC, Programming, Art, Design, Production

A close look at the modern asset pipeline 2
by Gamasutra Community [07.07.15]
"A modern asset pipeline can help teams that are striving for greatness in visuals, without having to drown in the amount of work required to make the game run properly."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Production

Shadow play: On Feist coming back from the dead  
by Phill Cameron [07.07.15]
We talk to Bits and Beasts about their soon-to-be-released Feist, and the challenges of spending six years developing the same game.
Console/PC, Indie, Programming, Art, Design, Production, Video

Next-gen cel shading in Unity 5 12
by Gamasutra Community [07.06.15]
"With the arrival of Unity 5, it’s never been so easy to get high quality visuals in our game. In a small amount of time we ‘hacked’ the new Unity Deferred pipeline to completely change our visual style."
Console/PC, Smartphone/Tablet, Indie, Programming, Art

The best in Japan: CEDEC shares 2015 award nominees  
by Christian Nutt [07.02.15]
CEDEC has shared the nominees for its annual awards across five categories, including popular games like Final Fantasy XIV. It's a peek into how Japan's industry works.
Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Business/Marketing

From cave painting to CryEngine: How game art developed 7
by Gamasutra Community [07.02.15]
Charting the evolution of in-game art and comparing it to the evolution of fine art: Going from primitive to polished, with deliberate discursions into the abstract.
Console/PC, Smartphone/Tablet, Indie, Art