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October 16, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Art
Why Paradox is bringing visual editing tools to its next engine update 1
by Alissa McAloon [10.15.18]
"We want to put as much power as we can into the hands of the people who are making content," says engine team lead John Wordsworth. "They shouldn’t have to ask a coder for help."
Console/PC, Programming, Art, Audio, Design

Video Game Deep Cuts: Smash That Magic Spiderweb  
by Gamasutra Staff [10.14.18]
This week's highlights include a neat Smash Bros interview, a review of Magic Leap's reveal party, and words of wisdom from Spiderweb Software, among many others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Bringing Camouflaj's République to PlayStation 4  
by Paul Alexander [10.11.18]
The curious story of how Camouflaj's episodic game République made its way from iOS in 2013 to Steam and then onto PS4 involves an engine overhaul, a port house, and a tricky overseas deal.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Get a job: Ghosts of Tsushima dev Sucker Punch seeks an Outsource Artist  
by Staff [10.10.18]
Seattle-based Sucker Punch is hiring a driven, self-directed Outsource Artist to use their artistic eye and technical skills to help create the world of Ghost of Tsushima for PlayStation 4.
Console/PC, Art, Recruitment

Sponsored Content
'The Navigator's' life-size mech shows off Magic Leap's otherworldly potential 4
by John-Michael Bond [10.09.18]
Meow Wolf's crew of artists and developers specialize in creating vivid AR scenarios, and The Navigator, on display at L.E.A.P. was a stunning example of how Magic Leap can be used to enhance these experiences.
VR, Art, Design, Video, Sponsored Article, Magic Leap

Video Game Deep Cuts: Uri Geller's Pessimistic Starlink  
by Gamasutra Staff [10.07.18]
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: 6 ways that the Final Fantasy series continues to influence devs 5
by Staff [10.05.18]
"Final Fantasy was the first game that really made you feel something for characters, and feel that the game world meant something," says Andrew Allanson, whose YIIK was inspired by the franchise.
Console/PC, Art, Design

Die, die, die: Boss battle design in Death's Gambit  
by Joel Couture [10.05.18]
Death's Gambit literally began as a google doc of boss ideas," says Alex Kubodera, co-founder of Death's Gambit dev White Rabbit, in this deep dive into the boss-centric game's combat design.
Console/PC, Indie, Art, Design, Production

Breaking fences, escaping dinosaurs?! Oh my, it's Parkasaurus' developers  
by John Harris [10.05.18]
Gamasutra spoke to one half of Washbear and co-developer of Parkasaurus, Chris McQuinn to explore the design and intent of the slightly-silly dino zoo sim Parkasaurus.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing, Video

Get a job: Sucker Punch Productions is hiring a Lead Lighting Artist  
by Staff [10.02.18]
Sucker Punch Productions is looking for a talented Lead Lighting artist with a solid understanding of current run-time rendering technologies to illuminate the world of Ghost of Tsushima.
Art, Recruitment

Don't Miss: Crafting the visuals of 20XX for maximum comprehensibility  
by Staff [10.01.18]
"The game's second visual iteration took on a very colorful, Saturday-morning-cartoon kind of vibe, which ended up working really well with the game's quick pace and need for instant player reactions."
Console/PC, Indie, Art, Design

Video Game Deep Cuts: Uncle Buddy's Wattam Is Strange  
by Gamasutra Staff [10.01.18]
This week's highlights include an overview of a very odd old Mac game, Keita Takahashi on making games in tough times, and a close look at Life Is Strange 2.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: How Playground imports real skies into Forza Horizon 3
by Bryant Francis [09.28.18]
In this classic feature, Forza Horizon 3 art director Benjamin Penrose explains how Playground Games went all the way down under to get real skies to put into their wide-ranging racing game.
Console/PC, Art, Design

Don't Miss: How reference data was captured for Forza Motorsport 5 1
by Staff [09.27.18]
Microsoft Studios' Arthur Shek discusses the technologies behind gathering reference data for Forza Motorsport 5.
Art

Get a job: The NYU Game Center is hiring Assistant Arts Professors  
by Staff [09.26.18]
The NYU Game Center is searching for two game artists to join its full-time faculty in an Assistant Arts Professor (non-tenure, contract) position.
Art, Recruitment

Video: A classic postmortem of the trailblazing Ultima Online  
by Staff [09.25.18]
In this 2018 GDC session, Raph Koster, Starr Long, Richard Garriott de Cayeux (Lord British himself) & Rich Vogel talk about the things that went wrong and right in making and running Ultima Online.
Social/Online, Programming, Art, Design, Production, Business/Marketing, Video, Vault

Get a job: Cryptic Studios is hiring a Character Artist for a Magic: The Gathering MMO  
by Staff [09.25.18]
The ideal candidate understands the aesthetics and technicalities of game-ready character art and can texture, shade, surface, optimize and implement just as well as they can sculpt.
Social/Online, Art, Recruitment

Get a job: Rocket League dev Psyonix is hiring a UI Lead  
by Staff [09.24.18]
Psyonix is looking for an experienced UI Lead to oversee interface design and development on Rocket League.
Art, Recruitment

Video Game Deep Cuts: The Unavowed Ninja's Red (Dead) Redemption  
by Gamasutra Staff [09.24.18]
This week's highlights include analysis of adventure title Unavowed, a cover story on Fortnite streamer Ninja, & detailed impressions of Rockstar's Red Dead Redemption 2.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Creating the satisfying 'swoosh' effect in Super Lucky's Tale
by Michael Voeller [09.18.18]
Hot on the...tail...of the recent Steam launch of Super Lucky's Tale, game dev Michael Voeller shares exactly how he created the game's satisfying "swoosh" effect.
Console/PC, Programming, Art, Design