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November 8, 2012
 
Jordan Mechner finds his cinematic rhythm with Karateka remake [2]
 
Game Developer magazine's Power 50: Business
 
Activision beats estimates by going big, focusing on retail hits [6]
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Latest Jobs
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November 8, 2012
 
GREE International
Game Studio, Android Developer
 
GREE International
Sr. Analyst, Social Game Platform
 
GREE International
HTML5 UI Developer
 
Avalanche Studios
Senior Tools Programmer, New York
 
Avalanche Studios
Senior Graphics Programmer, New York
 
ZeniMax Online Studios
Customer Service Analytics Manager
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Latest Blogs
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November 8, 2012
 
Making Failure Fun [2]
 
Quality of Life: Bring more snus! [7]
 
The Best Political Games of Election 2012 [2]
 
An argument for easy achievements [46]
 
Six words about role-playing games [35]
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About
spacer Editor-In-Chief:
Kris Graft
Features Director:
Christian Nutt
News Director:
Frank Cifaldi
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
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Features

Features » Art
 
16
Postmortem: Humble Hearts' Dust: An Elysian Tail
by Dean Dodrill, Alex Kain [10.31.12]
In this candid and detailed postmortem, developer Dean Dodrill tells the tale of the challenging and largely solo development of Summer of Arcade hit Dust: An Elysian Tail, a title that took him over three years to create.
Audio, Design, Postmortem, Production, Art
 
 
4
Fire, Blood, Explosions: Prototype 2's Over-the-Top Effects Tech
by Keith O'Conor [10.23.12]
In this article by Radical Entertainment senior rendering coder Keith O'Conor, he describes the nuts and bolts of the game's particle system -- detailing exactly how it produces great looking effects that perform well in the open-world adventure game.
Programming, Art
 
3
Sponsored Feature: Drawing Basics and Video Game Art: Character Design
by Chris Solarski [10.04.12]
An extract from Chris Solarski's Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, which enables developers to create more expressive and varied emotional experiences in games.
Art, Sponsored Feature
 
12
Comics vs. Games: Thinking Outside the Panel
by Tim Latshaw [08.03.12]
What happens when comic artists and indie developers team up to create brand new games? In this look at a Toronto-based Comics vs. Games project, Gamasutra speaks to both sides to find out the results of the collaboration.
Design, Art, Indie
 
4
Lumines Electronic Symphony: The Untold Story
by James Mielke [07.30.12]
How did the PlayStation Vita's puzzle star take shape? Producer James Mielke (formerly of developer Q Entertainment) walks through early concepts for the game, outlines production difficulties -- including never-before-seen in-progress screens and video.
Design, Postmortem, Production, Art
 
20
The Great Catch: Becoming the Artist You Should Be
by Audran Guerard [07.19.12]
In this extensive and inspirational feature, Electronic Arts' Audran Guerard, an art director at EA Shanghai, explores what it truly takes to learn and grow as an artist -- and to create works that have meaning and interest for the players of your games.
Art
 
4
Postmortem: Vlambeer's Gun Godz
by Rami Ismail, Jan Willem Nijman [05.09.12]
Created as a Kickstarter bonus for indie website Venus Patrol supporters, Gun Godz marks the first entry of Super Crate Box developer Vlambeer into the first person shooter genre -- and this is the story of how it was developed.
Design, Postmortem, Production, Art
 
8
Animating Four-Legged Beasts
by Cathy Feraday Miller [05.02.12]
Animator Cathy Feraday Miller shares her techniques for animating quadrapeds in walk and run states, presenting both reference materials and her own animations in various states of completion.
Art
 
6
Postmortem: Housemarque's Outland
by Ilari Kuittinen, Aki Raula [04.27.12]
Housemarque's Aki Raula and Ilari Kuittinen delve into the difficulties the team faced when developing its first 2D adventure platformer, Outland, including how a change of core gameplay introduced difficulties mid-production.
Audio, Design, Postmortem, Production, Art
 
3
Postmortem: HandCircus' Okabu
by Simon Oliver [04.20.12]
What happens when a developer that was born in the iOS space transitions to making games for consoles? In this postmortem, Simon Oliver, founder of HandCircus (Rolando series) shares the experience of moving to PlayStation 3 development with Okabu.
Business/Marketing, Design, Postmortem, Art
 
   
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