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August 29, 2015
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August 29, 2015
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Updates » Art
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 developerís internal team, it doesnít 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 25
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

Blog: Why my studio will not 'renounce' pixel art 43
by Gamasutra Community [05.18.15]
Pixel art is a tool, it's a technique. Would an artist hang up his brush because people don't like oil paintings?
Indie, Art

Where in the world did blockbuster educational games go? 31
by Bryant Francis [05.18.15]
From the late 1980's through the 1990's, as console games and computer games remained two very separate markets, a few PC studios regularly sold millions of educational games. So what happened?
Console/PC, Art, Production, Business/Marketing

Down to the letter: The importance of typography in video games 10
by Gamasutra Community [05.15.15]
"Typography can make or break the aesthetic of a game. As game designers, we use type to communicate with our players, not only in the words we use, but also in the way we present those words."
Console/PC, Smartphone/Tablet, Indie, Art

Watch a Republic Commando dev play the game and recount its creation 3
by Alex Wawro [05.14.15]
Heads up: Star Wars: Republic Commando lead programmer Brett Douville has begun livestreaming himself playing the game on his Twitch channel while discussing the ins and outs of its development.
Console/PC, Programming, Art, Audio, Design, Production, Video

Opinion: Instruction manuals are game mechanics 6
by Katherine Cross [05.14.15]
Instruction manuals for video games are seen as less of a necessity these days, but they still can give a game a bit more soul, even today. Katherine Cross explains.
Console/PC, Art, Design

How to create mobile-optimized outlines in Unity 14
by Gamasutra Community [05.14.15]
"In an effort to remedy the readability issues we were having, we decided to experiment with edge detection. Straight away, this effect had a big impact on readability, whilst also making our game look better."
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Pixel artist renounces pixel art 53
by Gamasutra Community [05.13.15]
"It is with a heavy heart that I hang up the old pencil tool for all of our future games. Good art is good art, and nothing beats the real deal. Embracing the medium simply ensures that everybody else knows it."
Console/PC, Smartphone/Tablet, Indie, Art, Business/Marketing

6 musts for a perfect platformer, from the Yooka-Laylee team 9
by Playtonic Games team [05.13.15]
Yooka-Laylee is a Kickstarter smash, coming as it does from a team of Rare veterans. With that in mind, Gamasutra asked for platformer development wisdom from the team.
Console/PC, Indie, Programming, Art, Design

Get a job: Gearbox Software seeks an Art Director  
by Staff [05.12.15]
The Borderlands series developer is looking for an art director to work on an "exciting unannounced project" for current-gen consoles and PC.
Console/PC, Art, Recruitment

Contrast and user focus in UI design for an online CCG 3
by Gamasutra Community [05.12.15]
Taking you through the design process: "We ultimately hope users never talk about our user interface in the final production. That is how we will know we succeeded."
Console/PC, Smartphone/Tablet, Art