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The widespread use of AI art is reportedly diminishing the work of game artists in China, who worry about how it'll be used in other departments of game development.
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This article explores how emotional design features - colours and shapes - influence player perception of pixel art characters. By understanding these design elements, game developers can create characters that elicit specific emotional responses, improving player engagement and retention.
Breaking down the core elements of this career path, its importance in the market today, what skills you'll need to break into the industry and your future career prospects.
Eugene, the solo developer behind Voidmaw , has spent three years crafting Katanaut , a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. As a one-person team, he embraces both the creative freedom and the intense challenges that come with solo development.
By 2026, the gaming industry is expected to reach $321 billion , with real-time rendering and AI-driven game art playing a pivotal role in its growth. Game art has undergone a seismic transformation over the past decade, driven by technological advancements, evolving player expectations, and a rapidly growing industry.
Whether it's a unique gameplay mechanic from an indie title or a groundbreaking event in one of the biggest franchises, developers consistently look to each other to spark creativity and fuel progress. It's fascinating to see how different development teams approach the same feature in varied ways.
Here's a simple approach that can be implemented quickly while supporting an established art direction. UI is an organized visual representation of a game's underlying systems.
In this blog, we look at some of the new and interesting ways developers have implemented minigames into some of the most popular mobile titles on the market, from Royal Match’s Wordle-inspired potion puzzle to Goddess of Victory: NIKKE’s recreation of Dave the Diver. That’s even more true now than it was back in April 2023.
The Art and Design of the Night is Grey Josh Bycer josh@game-wisdom.com width="560" height="314" allowfullscreen="allowfullscreen" For this cast, I was joined by Andre Broa and Tiago Fragoso from Whalestork Interactive to discuss the release of the Night is Grey. We talked about developing the gameplay, art, and story for the game.
I strongly disagree with the perspective that game development education should focus on AAA jobs. Democratizing art But what are all your youtube learned pencil skills or sculpting skills worth when the AI platform’s promise of “democratizing art” comes around. Recreating literally sometimes the same heroes and looks.
GameFromScratch.com The Complete Concept Art Training Bundle by Learn Squared There is a new Humble Bundle of interest to game developers, specifically game artists, the Complete Concept Art Training Bundle by Learned Squared.
But behind every update lies a complex art production pipeline that must scale efficiently while maintaining artistic integrity and production efficiency. The answer lies in scalable art production pipelines that balance speed, quality, and cross-platform optimization. What Makes Live-Service Art Production Different?
Founded in 2018 by CEO Senad Hrnjadovic, SenAm Games is an independent game development studio based in Munich, Germany. We have a solid track record of developing and releasing three games in the last seven years, including client work, Hrnjadovic says. Instead, in scenes where he is present, the camera will switch to his viewpoint.
Genvid's Silent Hill: Ascension has won the award for Outstanding Innovation in Emerging Media Programming at the 76th Creative Arts Emmy Awards. Silent Hill: Ascension was developed in Unreal Engine utilising the platform's MetaHuman Creator. The interactive streaming series ran from October 31, 2023 to July 15, 2024.
Created by a two-person team based in Seattle, USA, Mirthwood represents a creative and personal journey for its developers, long-time friends Brian Hecox and Daron Otis. Mirthwood’s distinct art style can best be described as a dark, storybook aesthetic, which emerged from Otis’ experimentation. Mirthwood is out now on Steam.
Swedish indie developer Perfect Random promised in their early access roadmap to add multiplayer once they reach that number. I’m most proud of our art style and the creativity that went into the weaponry, and uniqueness of the guns, the variety of enhancements and modifications, as well as our stupid jokes,” he shares.
Speaking at Devcom today, Red Meat Games creative content strategist Judy Ehrentraut discussed the importance of ethically training generative AI models, and how certain tools can be utilised during game development. "AI I think both of these takes are really valuable, because disruptive technologies are not necessarily good or bad.
The game started as a demo shown on Reddit, but picked up momentum when Badland art director Juhana Myllys offered to mix and match his distinct artwork with the gameplay. I thought that the core mechanic in this 2D game was extraordinary, so I contacted the developers. So, he wanted to be experimental and try something new. “I
BitCake Studio , an indie game development studio based in Brazil, is celebrating its 10th year in the industry. “We didn’t know each other, we just all got a call from a bigger studio that told us we could use some of their spare space to develop video games. . Now we’re much bigger and have lived way past them.”
Determined to push himself, he embarked on a new path as a solo developer. To find his first solo project, he developed a new brainstorming approach: he built a prototype in roughly 100 hours and let people play it. Why did you become a solo developer? I had two main motivations in becoming a solo developer.
Developing LIMBO as the Co-Founder and CEO of Playdead taught him invaluable lessons about creating impactful games. With the monochromatic art style, dynamic soundscapes, and no dialogue, we crafted a world that drew players in while still leaving much to their imagination. Here’s what he learned: 1. Accessibility matters.
Fresh out of school Kaighen Finley started his own web & game development company Team iNtuition. Just to be on the safe side he mainly focused on web development, but his heart was not in it. Why did you become a solo developer? How do you stay motivated through (years of) development?
years of development. The game immerses players in a captivating odyssey across worlds within worlds, beckoning them to master the art of world-leaping mechanics to uncover a cosmic mystery. Cocoon’s development journey spanned a challenging 6.5 The one thing I never compromise on is playability.
Electronic Arts has implemented a round of layoffs at F1 developer Codemasters. IGN reported an unknown number of staff at the British-based studio have been made redundant following "small-scale organisational changes" made by EA. The company was behind the recent releases of F1 23 and EA Sports WRC. Read more
German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Studio owner and Lead Developer Max Hermann originally developed the idea for the game in the time when he was still a computer science student and active in the RimWorld modding scene.
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The use of AI in game development has the potential to revolutionize the way games are designed and created. Although there is controversy about the unfair use of human-made art to create AI generated artworks, there’s no denying that AI has added value when it comes to automating tasks that are typically time-consuming for developers.
In Guntouchables by Danish indie developer Game Swing , enemies randomly power up from the upgrades that a team of four players cant lift out of the levels. After coming out of development of their multiplatform game OddBallers, the team knew they wanted to make a game for PC first and foremost.
Electronic Artsis continuing its efforts to ensure that video games can be enjoyed by as many people as possible by pledging 23 more patents to itsindustry-first accessibility patent pledge, an initiative that makes accessibility tools and technologies available to developers across the …
Lee focuses on art direction, UI/UX design and related programming tasks, while Kim takes charge of illustrations, adventurer designs and animations. Hyemyung Lee, who is in charge of art direction, wanted to express the characteristics of each character, including the adventurers, in various ways to provide a variety of visual fun, Ko says.
At Develop Brighton last month, Criterion general manager Charity Joy gave a talk on the art of leading people who are themselves managing other leaders, sharing the tools she's picked up along the way in her career in game development.
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The people who span both those worlds and build the tools to turn art into fully realised assets and characters in video games? Programmers, too, do pretty much what they say on the tin. But technical artists? Well, that's a little more complicated. Read more
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