Welcome to the Art Of The Game Blog for art and design inspiration from the videogame industry.

Remember the gorgeous Luminous Engine tech demo Square Enix showed off three years ago? The firm showed it again at Microsoft’s Build Conference, this time utilizing DirectX 12. The Witch Chapter 0 [cry] real-time tech demo was created from research “will be incorporated into” the Luminous Studio engine for use in future game development.

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Autodesk have published some Splinter Cell: Blacklist development videos in their Digital Entertainment & Visualisation Community website, Area. They explain how using tools like 3DS Max, MotionBuilder and Scaleform, Ubisoft Toronto has taken the latest generation of Splinter Cell to the next level.​

In the first video the designers discuss the importance of building game UI seamlessly into the game world in the most natural way possible to improve gameplay experience. In the second they discuss the process and tools they used to create the most realistic Sam Fisher to date. Combined with full motion and facial capture, Ubisoft used a pipeline including 3ds Max and MotionBuilder to ensure that the game’s characters move fluidly no matter how acrobatic the player wants to be.​

Read on to see screenshots of the game in development and see the video series on Ubisoft’s Splinter Cell: Blacklist.
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Autodesk have uploaded a fascinating presentation by Judd Simantov on the character rigging and modelling techniques used by Naughty Dog in the upcoming survival action game, The Last of Us.

Judd Simantov, 3D artist and Co-founder of Game Character Academy, presents his work on Naughty Dog’s latest project, The Last of Us. His presentation shows the techniques he used in modeling and rigging the game’s primary characters, and he covers special considerations for artists who want to maximize realism and evoke an emotional response from players.

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Graphical user interface, or GUI, software is a tricky subject in the gamedev world. Many studios have developed their own proprietary solutions, some of which, as I can personally testify, are far from ideal. Scaleform, created by Autodesk, is a middleware solution to the age-old problem. It utilises an off-the-shelf package, in Adobe Flash, that UI artists are familiar with and provides a means for programmers to plug it into their own game code.

Autodesk® Scaleform® enables developers to leverage the power of the Adobe® Flash® tool set to create powerful and immersive user interface environments for video games and beyond. Used in over 1000 titles across all major platforms ranging from AAA titles to casual games, Scaleform provides a streamlined solution to create hardware-accelerated 3D game menus, HUDs, animated textures, in-game videos and mini-games.

Read on to see the Autodesk Gameware GDC 2013 Show Reel and a selection of short videos capturing Scaleform GUI’s in action.


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Naughty Dog have released the second in their Development Series for the upcoming PS3 game, The Last of Us. Titled Wasteland Beautiful, it is a look at the post-apocalyptic style environments from initial concept art through to moody lighting of each scene. The ‘overgrown cities’ theme has long been a fascination for artists and movie makers alike, imagining how nature would take back the urban jungle after mankind has gone. The dev team in the Santa Monica based studio clearly relished the chance to express their creative take on the genre.

Explore the game world, the environments, and the concept artistry at work in the second video of The Last of Us Development series.

The Last of Us is genre-defining experience blending survival and action elements to tell a character driven story about a population decimated by a modern plague. Cities are abandoned and being reclaimed by nature. Remaining survivors are killing each other for food, weapons and whatever they can find. Joel, a ruthless survivor, and Ellie, a young teenage girl who’s braver and wiser beyond her years, must work together to survive their journey across what remains of the United States.

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The latest 3D World is a game dev issue with in-depth features and tutorials for creating game art. In particular, there’s an article on Sony’s brand new multiplayer game engine, ForgeLight, and a lesson on how to model game characters in 3DS Max.


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Verold Studio is a platform for publishing interactive 3D on the web. It allows you to export your models, from your favourite 3D modeling tool, to a project in Verold Studio. Use the collaboration tools to review your assets with stakeholders in real-time, and the presentation engine to publish your creations to your website or blog for the world to experience in glorious 3D.

This could prove to be an invaluable tool for 3D artists and outsource managers. Those seeking to present their portfolio online can simply upload their work and include it on their site with a simple piece of javascript. Meanwhile outsource managers seeking to evaluate freelance work can use the Verold Studio to assess 3D models and textures privately in real-time. What do you think? Has Verold got potential?

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Hope you enjoyed the Art Of The Game Blog for art and design inspiration from the videogame industry.