The Right Questions To Ask, from Marmoset’s Joe Wilson

This post was originally made by Joe “EarthQuake” Wilson on Polycount.

I want to talk about the common questions and misconceptions inexperienced artists have, either when they start working towards becoming an artists or when they join internet communities. This is a culmination of advice I’ve given to people over the years and really, a bunch of stuff I wish someone would have told me when I started out.

That’s cool, what software did you use?

This is something you may want to say; however, it’s akin to asking a photographer what camera they use, or an architect which ruler they use. It implies that the reason something is impressive is because of the tools they use, not the talent they have nor the effort they put in.

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What’s up with this new website?

You may have noticed that the Gamedev Cast website has received yet another visual overhaul – the minimalist version this time.

The Gamedev Cast has always been about creating a platform that we can eventually open up to indie and other game developers, as a place to voice their thoughts on development, upload their dev logs and development podcasts, and to learn more about game development from the titular series.  The newly updated website is an attempt to take another step in that direction. It’s a cleaner, less convoluted design, and it puts the content, rather than the site, first.

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Node Based Space Craze – Limit Theory

A couple of weeks ago Limit Theory was entirely unknown to me – I hadn’t even heard the name, and after watching one of the Dev Blog videos I really couldn’t understand how it had passed me by. It looks absolutely fantastic, and has some great, fresh and new ideas which I can’t wait to see more of.

Limit Theory is a procedural, open world game with combat, dynamic economy, mining and even allows you to create your own fleets, stations and planetary buildings. And it seems like this is something people would like to see. Recently it gathered almost 4 times the set goal on Kickstarter – ending up at $187,865.

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Gamasutra » Making textureless 3D work: a how-to/making of guide.

go here to read the original article:

Tomas Sala has posted an article over at Gamasutra about making textureless 3D work, and it’s a very interesting read that we highly recommend. If you’re not entirely clear on how textureless 3D works, it basically makes extensive use of smoothing groups, vertex colors and shader-level tricks to give shape and color to a game, eliminating the need to use textures. This dramatically increases performance, making it an ideal method of art production for mobile or other low-end platforms that quickly run out of memory once you start using textures. The look this approach creates is also quite unique; we’ve provided a sample (from the Gamasutra article) below.

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Artist Spotlight: Gavin Goulden

portfolio link:

Since there are so many great game artists out there, we felt it would be a good idea to start giving them the attention they deserve, so here’s the very first of the Artist Spotlights that we will be doing more often in the future. To start things off, we want to give the spotlight to Gavin Goulden.

Including his most recent works as the Lead Character Artist on Bioshock Infinite, Gavin is credited on no less than 9 game projects including iconic titles such as Dragon Age: Origins, Dead Rising 2 and F.E.A.R. 2: Project Origin. He is currently working at Insomniac on the upcoming title “Sunset Overdrive”, again as Lead Character Artist. With over 10 years of experience making and directing character art, we can safely say that Gavin is one of the industry’s most talented artists, but you don’t have to take our word for it of course. We’ll just let his work speak for itself.

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