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The Secrets Of Cloth Simulation In Alan Wake
by Henrik Enqvist
[04.29.10]
Remedy animation programmer Henrik Enqvist takes a look at how the team created a believable tweed cloth simulation on the title character's jacket in Microsoft's horror-thriller Alan Wake.
[7]
Programming, Visual Art
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Creating Atmosphere In Dead To Rights: Retribution's Grant City
by Aaron Allport, Bob Cheshire, Ian Pestridge
[04.28.10]
How can visual art create meaning in games, and what techniques will serve best? Volatile Games' art team behind Dead to Rights: Retribution's neo-noir Grant City attempts to answer these questions.
[2]
Game Design, Visual Art
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Past And Future Tension: The Visual Design Of Deus Ex: Human Revolution
by Chris Remo
[04.16.10]
Eidos Montreal art director Jonathan Jacques Belletete on delivering a believable Cyber-Renaissance -- complicated by setting it before the first game in the Deus Ex series but ten years later in the real world.
[21]
Game Design, Visual Art, Interview
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The Art Of The Form: Hyung-Tae Kim Speaks
by Brandon Sheffield
[03.29.10]
As one of the best-known Korean developers in the West, Hyung-Tae Kim's art has drawn fans worldwide even before his games -- including Magna Carta and Blade & Soul were released outside of Korea. Here, he talks form, influence, and moving from 2D to 3D.
[5]
Game Design, Visual Art, Interview
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Postmortem: Double Fine's Brutal Legend
by Caroline Esmurdoc
[03.25.10]
In this postmortem originally penned for Game Developer magazine, Double Fine Productions outlines some of the trials and tribulations that resulted in the rock god action/strategy epic Brutal Legend.
[23]
Audio, Business, Game Design, Postmortem, Programming, Production, Visual Art
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Image Metrics Raises $8M, Completes Public Listing
by Eric Caoili
[03.11.10]
Facial animation software and services company Image Metrics has secured $8 million in financing through a stock deal and has gone public through a reverse merger with International Cellular Accessories.
PC, Console, Art
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Pre-GDC: Image Metrics Launches Faceware, Signs Bungie
by Eric Caoili
[03.08.10]
Animation software company Image Metrics launched its facial animation technology platform Faceware, and announced that Bungie will incorporate the new software into its in-house production pipeline.
PC, Console, GDC, Art
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GDC 2010 Announces Meier Keynote, Major New Lectures
by Staff
[01.27.10]
Game Developers Conference 2010 organizers have revealed a rare "psychology of game design" keynote from Civilization creator Sid Meier, also announcing major Assassin's Creed II and Mass Effect 2 talks for the March event.
PC, Console, Programming, Art, Audio, Design, Production
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Animators - View your TGA thumbnails
by Randell Trulson
[05.03.10]
TGA Thumbnail Plug-in for Windows
Visual Art
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Factories Building XBOX Controllers Abuse Workers
by Reid Kimball
[05.03.10]
Appallingly, but not surprisingly, Microsoft, like other huge US corporations contracts with factories in foreign countries that exploit and abuse the working poor for their own profit and your gaming pleasure.
Audio, Game Design, Programming, Production, Visual Art
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First Impressions
by Raymond Benefield
[04.30.10]
Today I would like to take you through the power of first impressions, why they are important, and a mindset that will help you make good first impressions.
Audio, Game Design, Production, Visual Art
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Organising your brushes in Photoshop.
by andy wright
[04.28.10]
Organising your brushes in Photoshop.
Ok thought i would do a tutorial for a change. Here goes...
Visual Art
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Perspectives, a closer look
by Raymond Benefield
[04.28.10]
After the overview of perspectives, focus points, and point of views with my last post, we take a deeper look at perspectives and why we should take the time to analyze such a small unit in a video game.
Game Design, Visual Art
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Piranha Games Inc —
Vancouver,
BC,
CAN
[05.08.10]
Lead Environment Artist Xbox360/PS3
Art / Animation
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WB Chicago —
Chicago,
IL,
USA
[05.08.10]
Sr. Artist, UI - WB Games (Chicago Location) - 114954
The Senior UI Artist works with a variety of team members to help design, create, implement and optimize UI assets for Console game titles. They are responsible for maintaining high visual fidelity, competitive aesthetics, logical menu flow, and presenting game information in a clear and understandable manner. The Senior UI artist must work with industry standard and our own proprietary tool set to ensure a high level of fit and finish to all UI elements
Art / Animation
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WB Chicago —
Chicago,
IL,
USA
[05.08.10]
Character Artist - WB Games (Chicago Location) - #114695
The WB Games development studio in Chicago seeks a Character Artist who will be responsible for creating character assets of the highest quality. This person will work closely with the Lead Character Artist along with the Art Director to ensure aesthetics quality is kept at the highest-bar bar across the arenas. This person will be well versed in the game engine and art tools.
Art / Animation
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Warner Bros Games —
Seattle,
WA,
USA
[05.08.10]
Sr. Artist/Animator - SURREAL SOFTWARE - #117270
A Senior Artist/Animator works closely with the Lead Animator to maintain and create high quality animations for both real time in game movement and pre-rendered cinematics. Assists Lead in helping define process and pipelines along with aesthetic goals. This person will be expected to mentor more junior animators and to have an awareness of the impact of assets on performance.
Art / Animation
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WB Chicago —
Chicago,
IL,
USA
[05.08.10]
World Artist - WB Games (Chicago Location) - #116004
The WB Games development studio in Chicago seeks an Environment Artist who will be responsible for creating environmental assets of the highest quality. This person will work closely with the Lead Environment Artist along with the Art Director to ensure aesthetics quality is kept at the highest-bar bar across the arenas. This person will be well versed in the game engine and art tools and will help more junior artists ramp up their skills.<
Art / Animation
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Telltale Games —
San Rafael,
CA,
USA
[05.07.10]
Character Modeler
Art / Animation
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2K Games —
Novato,
CA,
USA
[05.07.10]
FX Artist
We’re looking for a G-Man to harness alien technology and transform it into beautiful, kinetic art. As an FX Artist on XCOM, you will be responsible for creating a kaleidoscopic collage of FX that will add texture, vitality and spark to an alien invasion of 50’s America. And, yes, you will get to blow stuff up.
Art / Animation
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Warner Bros Games —
Kirkland,
WA,
USA
[05.07.10]
Technical Art Director - Surreal Software - #117278
Surreal Software, a division of WB Games Inc. seeks a Technical Art Director to be responsible for all content related technical decisions for the game on one of our newest projects. The Technical Art Director also acts a liaison between Engineering (Both game and core tech) and the content creators. This person will evaluate new technology, supervise and monitor the development of pipelines and workflow.
Art / Animation
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Snowblind Studios —
Bothell,
WA,
USA
[05.07.10]
Sr. Character Artist - Snowblind - #117298
Snowblind Studios, a division of WB Games Inc., seeks a Senior Character Artist to be responsible for creating exceptional 3D character assets. This person will work closely with the Lead Character Artist and Art Director to ensure aesthetics quality and continuity is kept at the highest-bar throughout the product. This person will be well versed in the game engine and art tools (Zbrush, 3DSMax, Photoshop, UV layout tools) and will help more junior artists ramp up their skills.
Art / Animation
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Monolith Productions —
Kirkland,
WA,
USA
[05.07.10]
Sr. Artist/Animator - Monolith Productions - #117516
Monolith Productions, a division of WB Games Inc., seeks a Senior Artist/Animator to work closely with the Lead Animator to maintain and create high quality animations for both real time in game movement and pre-rendered cinematics. Assists Lead in helping define process and pipelines along with aesthetic goals. This person will be expected to mentor more junior animators and to have an awareness of the impact of assets on performance.
Art / Animation
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