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December 2, 2020
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Updates » Art
Best of 2020: Rebuilding a classic in Age of Empires II: Definitive Edition  
by Staff [12.01.20]
Age of Empires II: Definitive Edition developer Bert Beeckman talks about the process of updating the original game and adding new content inspired by new civilizations.
Console/PC, Art, Design

Don't Miss: Using procedural destruction to unleash chaos in Control  
by Staff [11.30.20]
Explaining how Control's procedural destruction system was developed during a GDC Summer talk, Remedy's principle VFX artist Johannes Richter said the process began with understanding 'granularity.'
Console/PC, Art

Q&A: Hand-painting the watercolor world of Dordogne  
by Chris Kerr [11.26.20]
"You have to try to keep things simple. If you tried to mock up a watercolor shader, usually it looks fake because most of the watercolor shaders are animated."
Console/PC, Art, Design, Video

Get a job: Join High Moon Studios as a Sr. Environment Artist 1
by Staff [11.24.20]
We are seeking an imaginative, skillful, and versatile Senior Environment Artist to join our team in Carlsbad, California.
Art, Recruitment

Don't Miss: Defining direction, writing, art and music on Yakuza 4  
by Staff [11.20.20]
In this 2011 interview, the developers behind Yakuza 4's art, music, and story talk with Gamasutra about crafting the acclaimed game's ensemble cast, dangerous but exciting environments, and more.
Console/PC, Art, Audio, Design

Deep Dive: Evolving the UX/UI of A Total War Saga: Troy using player feedback 1
by Alex Tokmakchiev [11.20.20]
With the latest content drop for A Total War Saga: Troy, I figured it was a good time to talk about how user testing and community feedback have helped us evolve the UI/UX of Troy both pre- and post-release.
Console/PC, Art, Production, Deep Dive

New League of Legends character not based on real person, says Riot 1
by Bryant Francis [11.13.20]
Riot Games has denied a claim that its new League of Legends champion Seraphine is based on a real person who was briefly in a relationship with an ex-employee.
Console/PC, Art, Business/Marketing

Epic releases thousands of What Remains of Edith Finch assets for free  
by Chris Kerr [11.13.20]
Epic Games has added a huge number of free assets from acclaimed narrative adventure What Remains of Edith Finch to the Unreal Engine Marketplace.
Console/PC, Art, Production, Business/Marketing

Valve adds extensive developer commentary to Half-Life: Alyx  
by Chris Kerr [11.13.20]
Valve has added a three-hour long developer commentary to Half-Life: Alyx that delves into how the acclaimed VR adventure came to be. 
VR, Console/PC, Programming, Art, Audio, Design, Production, Video

The bright side of ray-traced global illumination  
by Ruben Torres Bonet [11.12.20]
Let's get back to ray tracing with Unity global illumination. See what’s a better fit for you: baked GI, screen-space GI and ray-traced GI.
VR, Console/PC, Programming, Art, Design

PSA: Upload your resume to Gamasutra's job boards!  
by Staff [11.10.20]
Here's a friendly reminder that Gamasutra's job boards are the best place to find your next job in the game industry - upload your resume and land the job you want!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Why do some games just... keep selling?  
by Gamasutra Staff [11.09.20]
Sometimes games just keep selling. You can compare games that have 250 Steam reviews in their first week and come back a year later, and some have 500 and a few have 2-4,000. Why?
Console/PC, Indie, Art, Design, Production, Business/Marketing

Video: Making great key art for your game's front end  
by Staff [11.05.20]
In this 2018 GDC talk, Ubisoft's David Monroe discusses the process for making great key art that will greet your players before they begin their journey with your game.
Console/PC, Art, Video

A tale of two consoles: Xbox Series X and S in review  
by Kris Graft, Chris Kerr [11.05.20]
Gamasutra takes a close look at Microsoft's next-gen dynamic duo and how they serve Microsoft's subscription-based future.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Game dev advice for creating terrifying and memorable 2D monsters  
by Staff [10.30.20]
Devs who've worked on Battle Chef Brigade, Darkest Dungeon, Guacamelee and more share their favorite tips and techniques for designing fantastic 2D monsters.
Console/PC, Smartphone/Tablet, Indie, Art

Don't Miss: The six year journey to Donut County  
by Staff [10.29.20]
Ben Esposito spent six years of his life making a wonderful game about a hole that eats up a California county -- and he learned a lot along the way.
Console/PC, Indie, Art, Design, Business/Marketing

Video: Designing the robot dinosaurs of Horizon Zero Dawn  
by Staff [10.29.20]
In this 2018 GDC session, Guerrilla Games' Jan-Bart Van Beek breaks down the process for creating the visual style that defines the robotic dinosaur enemies of Horizon Zero Dawn.
Console/PC, Art, Video

PlayStation's new (web) store, genre viability & more  
by Gamasutra Staff [10.23.20]
What's up with the new PlayStation web store? How about genre viability on Steam? This and many other questions will be answered in the latest game discovery round-up...
Console/PC, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

We need to talk about Steam & China 1
by Gamasutra Staff [10.22.20]
What's going on with Steam in China, and what's going to happen in the future? Take a trip though the possibilities, the government licensing complexities, and more!
Console/PC, Indie, Art, Design, Production, Business/Marketing

Building concept art workflows with neural net-powered 'generative adversarial networks' 1
by Max Schulz [10.22.20]
We all love the fact that computers can execute annoying work for us. Work we already know how to do. And now there’s a new kid in town: Style-GAN’s - short for Generative Adversarial Networks that can support the creative vision of your team.
Art, Production