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July 30, 2014
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July 30, 2014
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Updates » Art
Get a job: Gearbox is seeking a Graphics Programmer  
by Staff [04.11.14]
The developer of Borderlands 2 is looking to hire an experienced rendering programmer to work alongside the team in the Plano, TX studio on projects in development.
Console/PC, Art, Production, Recruitment

Making Oculus-powered VR game RS Racing 4
by Gamasutra Community [04.11.14]
"The RS Racer concept was born, and we created the main idea of a racing game that utilized four-player, networked Oculus Rifts together to form a timed-lap-based game."
Console/PC, Indie, Art, Design, Production, VR

Designing the surprise mobile game hit, Monument Valley Exclusive 7
by Kris Graft [04.10.14]
Monument Valley raced to the top of the App Store charts last week, coming virtually out of nowhere. Lead designer Ken Wong tells us about designing a game that stands out from the crowd.
Smartphone/Tablet, Indie, Art, Design, Exclusive, Video

Obituary: Pinball, video game artist and designer Python Anghelo 2
by Christian Nutt [04.09.14]
Python Anghelo, designer of the classic Pin-Bot tables and arcade hit Joust, has succumbed to cancer, according to a post on his GoFundMe page.
Console/PC, Art, Design

Get a job: CCP is hiring a Visual Effects Artist  
by Staff [04.09.14]
EVE Online developer CCP Games is looking to hire a visual effects artist to work on its science-fiction MMORPG alongside the team headquartered in Reykjavik, Iceland.
Console/PC, Social/Online, Art, Production, Recruitment

Ryan Payton and the infinite Republique Exclusive  
by Leigh Alexander [04.09.14]
When Ryan Payton began his $500,000 crowdfunding campaign for an episodic, high-end stealth game for iOS, the market for AAA-like games on iOS, let alone episodic ones, hadn't yet been proven.
Smartphone/Tablet, Programming, Art, Design, Exclusive

Blog: Valve, Steam, and empowering visual creatives  
by Gamasutra Community [04.08.14]
"I think that a lot of these suggestions could be leveraged to make a stronger product, community, and empower a new generation of creatives."
Console/PC, Indie, Art, Design, Business/Marketing

Video: #1ReasonToBe panel inspires standing ovation at GDC 2014 3
by GDC Staff [04.07.14]
GDC 2014 saw the triumphant return of one of the conferenceís most popular sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault


Blog: The visual design of Shadow of the Colossus 3
by Gamasutra Community [04.04.14]
"It is not the graphic engine that left its mark on the players, but the beautiful art direction of the game."
Console/PC, Art

Q&A: The retrofuturistic aesthetics of Read Only Memories Exclusive  
by Kris Ligman [04.03.14]
Gamasutra catches up with the developers behind upcoming adventure game Read Only Memories, which recently demoed at San Francisco's Game Developers Conference.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, Microconsole

The humbling of Epic: A giant turns around Exclusive 39
by Leigh Alexander [04.03.14]
"It's strange to see Epic Games humbled," Leigh Alexander writes, as the company shifts its strategy for Unreal Engine 4. In this Q&A with VP Paul Meegan, she uncovers why those changes are happening.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Exclusive

Blog: The challenges of creating an open-ended UI design  
by Gamasutra Community [04.02.14]
"We needed to figure out how to design a UI that looks just as great labeled as a cute kidís game as it does as a sleek racing title... Here are a few things I have learned during this past year."
Social/Online, Smartphone/Tablet, Art

Blog: The Unity Asset Store and the hidden cost of doing it yourself 26
by Gamasutra Community [03.31.14]
"One of the things that we often forget when developing a game, especially when you are an indie, is that everything has a cost. EVERYTHING."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Production

Blog: Getting creative when porting from PC to touch  
by Gamasutra Community [03.31.14]
There's a big difference between using a mouse for an interface, and a finger on a phone -- and when your game requires direct manipulation of in-game objects, that's a pretty big leap.
Console/PC, Smartphone/Tablet, Art, Design, Production

Romero awarded Fulbright fellowship for Irish industry work Exclusive 2
by Leigh Alexander [03.28.14]
Brenda Romero has been awarded a Fulbright fellowship to help develop Ireland's game industry -- a project of deep personal value. She may also be the first game dev to receive the prestigious grant.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Design, Exclusive

For better or worse: Your guide to Oculus internet arguments Exclusive 42
by Leigh Alexander [03.26.14]
Do you think Facebook's Oculus VR buy is good news or not? Leigh Alexander presents the arguments for and against, so you can have an arsenal to use when you're arguing prematurely on the internet.
Console/PC, Social/Online, Indie, Programming, Art, Design, Production, Business/Marketing, Exclusive, VR

Thauma: A GDC 2014 microtalk about video games as an art form 2
by Gamasutra Community [03.24.14]
Thauma is both an expression of the unique quality of all games and an assertion through language that games are an art form as they are, on their own terms, today.
Art, Design

GDC hits attendance record, 2015 dates announced 3
by GDC Staff [03.24.14]
Game Developers Conference has set a record for event attendance, with more than 24,000 industry professionals at last week's conference in San Francisco's Moscone Center.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Father and S.O.N.: IGA talks 'Metroidvania' 2
by Leigh Alexander [03.21.14]
Koji Igarashi, who helped found a genre with the definitive Castlevania: Symphony of the Night spoke about his defining work at GDC, and the unique design and story decisions that shaped it.
Console/PC, Programming, Art, Design, GDC