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May 22, 2019
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Updates » Art
Video Game Deep Cuts: The Grandmaster Of Fallout 76  
by Gamasutra Staff [11.18.18]
This week's highlights include a look at the U.S. grandmaster vying for the world chess championships, a diary playing through Bethesda's oddly emergent Fallout 76, and more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The unusual story behind Space Harrier's vibrant color palette 1
by Alissa McAloon [11.14.18]
Space Harrier designer Yu Suzuki recalls the story of the intentionally-triggered bug that ultimately gave birth to the colorful skies in the 1985 fantasy arcade game.
Console/PC, Art

Don't Miss: Exploring color theory and production design in the classic Spyro the Dragon 1
by Gamasutra Community [11.13.18]
John Fiorito and Craig Stitt share some of the ways they used color to focus player emotion and create a vibrant 3D world during the PS1 era for original Spyro the Dragon.
Console/PC, Art, Design

Video Game Deep Cuts: A Quiet Man, With Trivial Credits 1
by Gamasutra Staff [11.11.18]
This week's highlights include a look at the baffling The Quiet Man, a piece on HQ Trivia's struggles to continue its success, and a look at how credits in video games still aren't going quite right.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Obsidian, inXile acquired by Microsoft Studios 4
by Gamasutra Staff [11.10.18]
Microsoft has announced the acquisition of RPG-centric studios Obsidian and inXile Entertainment, as part of a host of announcements at its X08 event in Mexico.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: An apology for Roger Ebert 6
by Staff [11.09.18]
Loom creator Brian Moriarty takes the stage at GDC 2011 to deliver a thoughtful defense of critic Roger Ebert's industry-stirring sentiment that 'video games can never be art.'
Console/PC, Indie, Art, Video, Vault

Don't Miss: The untold story of Lumines: Electronic Symphony 4
by Staff [11.09.18]
Producer James Mielke (formerly of developer Q Entertainment) walks through early concepts for the game, outlines production difficulties -- including in-progress screens and video.
Console/PC, Programming, Art, Design, Production

Opinion: Return of the Obra Dinn is a work of art  
by Katherine Cross [11.08.18]
Katherine Cross examines Lucas Pope's Return of the Obra Dinn, "a mystery that makes a grand and intricate game out of deduction, whose minimal inputs still manage to cohere into syphonic play."
Console/PC, Indie, Art, Design

Get a job: Slime Rancher dev Monomi Park is hiring a 3D Environment Artist  
by Staff [11.07.18]
San Mateo-based Monomi Park is looking for a 3D Environment Artist to join development of its hit game, Slime Rancher, as well as future projects.
Art, Recruitment

Get a job: Insomniac Games is hiring a Senior Environment Technical Artist  
by Staff [11.06.18]
Insomniac Games is looking for a talented Senior Environment Technical Artist to act as the link between its programming and art teams.
Programming, Art, Recruitment

Video Game Deep Cuts: Diablo's Deltarune... To The Stars?  
by Gamasutra Staff [11.05.18]
This week's highlights include the top news from Blizzcon around Diablo and other devilish titles, Toby Fox's Deltarune & his radical transparency, and Marty O'Donnell talking 'The Music Of The Spheres'.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Inside the stunningly dynamic pixel art of Graveyard Keeper 13
by Gamasutra Community [11.01.18]
Svyatoslav Cherkasov, lead programmer on Lazy Bear Games' indie Steam hit Graveyard Keeper, goes in-depth on the game's eye-catching graphics.
Console/PC, Indie, Art, Design

Don't Miss: How to create realistic motion for animal companions  
by Staff [10.30.18]
Microsoft's Tobias Karlsson discusses a solution to animating four-legged creatures with simple, understandable techniques that other animators can rely on.
Art

Get a job: Remedy Entertainment is looking for an Environment Artist  
by Staff [10.30.18]
Work together with other artists and designers to develop great looking environments that contribute to the overall game experience as an Environment Artist with Remedy.
Art, Recruitment

Game Design Deep Dive: The creation of Necrosoft Games' Gunhouse  
by Brandon Sheffield [10.29.18]
A deep dive into the creation of Gunhouse, a puzzle-meets-tower defense game, as filtered through conversations with various game developers and regular human beings.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production

Don't Miss: A postmortem of the memorable Jurassic Park game Trespasser 4
by Staff [10.29.18]
"The parallels between the Trespasser project and [in-game character] John Parker Hammond's cloning project were numerous: ambitious beginnings, years of arduous labor, and the eventual tragic ending."
Console/PC, Programming, Art, Design, Production

Blog: Lessons learned in game art production - Part 1  
by Chris Kerr [10.29.18]
This article sums my experience in the production of two titles: Conflict0:Shattered and Dead Body Falls. The article is divided in two parts and this is part 1.
Art, Production

Video Game Deep Cuts: Killing Sims, Redeeming Deus Ex's Tools 2
by Gamasutra Staff [10.29.18]
This week's highlights include a morbid piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview on the tools used to make the classic Deus Ex.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Weekly Jobs Roundup: Square Enix, Monomi Park, and more are hiring now!  
by Staff [10.26.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Console/PC, Programming, Art, Production, Recruitment

10 level design tips and tricks 9
by Gamasutra Community [10.26.18]
Tom Pugh, level designer with UK-based Lucid Games, details 10 guidelines for level design, from implementing consistent affordance to the concept of "denial and reward."
Console/PC, Indie, Art, Design