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June 20, 2019
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Posted by Tommy Thompson on 06/19/19 10:43:00 am in Design, Programming, Console/PC
Meet Megan, Karen and Skevin: the three boss AI systems in Sea of Thieves.

Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Google Stadia, XBOX's Project xCloud, Bethesda's Orion technology, and more are just scratching the surface of what's to come. Neil Schneider, Executive Director of TIFCA, shares his insights on where things are heading in the future computing world.

On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress. This article includes the video of the complete presentation given by Phillips at the Library of Congress in Washington DC.

This week's roundup includes all kinds of E3 neatness from Los Angeles, including discussion of Nintendo's announcements, the PC Gaming Show, Microsoft's xCloud vs Google Stadia (or not!), as well as another 10+ links that aren't about E3 at all.

Posted by Seth Coster on 06/14/19 10:33:00 am in Design, Console/PC, Indie, Social/Online
Games with user-generated content often suffer from the "Play Problem": players that create content can't get their creations seen by other players. Levelhead solves the Play Problem in an elegant way that puts control of visibility in players' hands.

Posted by Junxue Li on 06/14/19 10:21:00 am in Design, Production, Art, Social/Online, Smartphone/Tablet
In the last decade, our team/as art contractor creates background art for various story games. In this series of posts, I will introduce the key features of different types of story games. And as an art producer, I would go deep into the art production a

Posted by Herman Tulleken on 06/12/19 09:42:00 pm in Business/Marketing, Design, Serious
Highlights from the history of advergames.

Posted by Tobias Karlsson on 06/12/19 10:34:00 am in Design
This is the third and final part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part provides more example on how to apply the method through a case study.

Join CEO of Akupara Games, David Logan, on the final leg of his Publishing series journey. Prepared with your previous knowledge, dive down into the minds of the very people you want to be seeing your game.

Posted by Anton Slashcev on 06/20/19 10:36:00 am in Design, Art, Serious
Reflections on the nature of games, how they influence our lives, whether they can be something more than just entertainment, and what the "art" itself is.

Posted by Matthew Prater on 06/20/19 10:34:00 am in Design, Programming, Console/PC, Indie
In this rogue-lite, knowing the recipe is just the start to the crafting gameplay.

Posted by Jitske Habekotte on 06/20/19 10:24:00 am in Production, Art
Four industry professionals participated in a study done into the applicability of concept art in the game industry and helped define the earliest usable step in the development process

Posted by Sascha de Waal on 06/19/19 04:03:00 pm in Design, Programming
In this tutorial we will take a deep technical look at the testing framework. We will look at the idea behind it, and we will have a detailed look at all elements of the testing framework. You could use this as a reference for when you are going to use th

Posted by Brent Op de beeck on 06/19/19 04:02:00 pm in Programming, Console/PC
RTX and raytracing are seeing a lot more interest from the gaming community. During my master studies, I wanted to explore raytracing for myself. This blog post summarizes my findings and grants you access to the full thesis and source code.

Posted by Joris Dormans on 06/19/19 10:36:00 am in Design, Programming, Console/PC, Indie
For Unexplored 2: The Wayfarer's Legacy we translate generated tile data into natural looking level geometry. Here's how we do it.

Posted by Sascha de Waal on 06/19/19 10:33:00 am in Design, Programming
This is the introduction about what computer playtesting is, why you would use it and why not.

Posted by Diego Ricchiuti on 06/19/19 10:32:00 am in Business/Marketing, Design
Magic Arena the last product of the Magic the Gathering franchise, it isn't really MTG, it is a new game, with a different gameplay and a different audience.

Posted by Tatiana MOREIRA on 06/18/19 10:03:00 am in Business/Marketing, Console/PC, Social/Online
Creating a game with world-wide appeal is now more important than ever. Tatiana Moreira, Head of Marketing and Publishing at Holplon, explore the challenges of building global online communities.