"It's taken the studio eight months to fill the air director vacancy"
Read More »Ubisoft’s Alexis Argyriou on the importance to ‘try and fail’ in game art
Cherry picked advice to help you reach the next level in your career
Read More »Total War art director Kevin McDowell: ‘Artists specialise, and we always want to see that in-depth specialisation’
Every month the team at Creative Assembly help us debunk some common development role myths
Read More »Get That Job: Environment Artist
James Brady is a freelance environment artist, currently working on PlayerUnknown's Battlegrounds. He tells us how to get a job as an artist in the games industry
Read More »A Portfolio of You – Getting a job as an artist in games
Sean Cleaver asks UK games studios and recruiters what they look for in an artist, the skills they need to display when applying for roles and how creating a varied portfolio is key
Read More »Services Spotlight: Substance Source
Allegorithmic have added to the Substance family by introducing Substance Source, a new high resolution asset library. So we asked them to tell us all a bit more about it. What is Substance Source? Substance Source is a physically-based material library where artists can get high-resolution customisable assets for any type …
Read More »Grads in Games Search for a Star 2017 winners announced
Winners from both code and art tracks announced at events at Staffordshire University and University of Hertfordshire
Read More »What Kojima’s desk tells us about Death Stranding
Hideo Kojima's new project looks as baffling as it is intriguing, but are the clues there for us to see? Sean Cleaver delves deep into Kojima's bookshelf for answers
Read More »Insomniac and Naughty Dog weigh in on the benefits of HDR for devs
‘Because Ratchet & Clank wasn’t authored in 4K the addition of HDR has a lot more punch than the improved resolution,’ says chief architect Al Hastings
Read More »Art production: The future is already here
Core Design Studio UK’s Troy Horton looks ahead to the ways that new console hardware, the blurring of lines between platforms and external art development could evolve in coming years
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