Digital Art
Color Theory Tutorial
Why study color theory? If you are involved in the creation or design of visual documents, an understanding of color will help when incorporating it into your own designs.
Design Psychology
Insights into the purpose and effect of physical elements, design, and layout of web pages ...and why clients should let the designers handle the design.
The Making of Architecture of Color and Coded Identity
As recognition of his vision, color composition and fine rendering, Richard Minh Le won the coveted Master Award in Production Design in Ballistic Publishing's 'ELEMENTAL 2'.
Off With Their HUDs!
Rethinking the Heads-Up Display in Console Game Design

Digital Portfolios
9 Signs You Shouldn't Hire THAT Web Guy
My employer specializes in creating websites for middle-sized businesses. We rarely create "Mom'n'Pops" websites and generally don't pursue contracts with major corporations. Working with mid-size business has given me the opportunity to speak with...
Speed Up Web Site Load Time
There's a fine balancing act between interesting and fast loading pages. These tips will get your site loading in record time without having to resorting to ultra boring text only pages!
What do we want to see in a demo reel?
Demo reel tips from LucasArts
Your Portfolio Repels Jobs
by Jon Jones / smArtist

Digital Storytelling
Basic Thoughts about Visual Composition
Digital Storytelling is about composing images in sequence so as to convey meaning. When you see images in an arrangement...
Digital Storytelling Cookbook
The manual used in the workshops of the Center for Digital Storytelling.
 

Game Design
The Art of Computer Game Design
Lays a conceptual foundation for thinking about computer game design issues.
Fifty Ways to NOT Get a Game Published
Some advice on mistakes you may wish to avoid.
Five Stages of Writing for Interactive
Writing for interactive can cause a lot of grief. Here's a tried and true method to get over it. 
Interactive “Show, Don't Tell”
Other media have their basic rules of construction. What are some of the rules for interactive design?
Myths and Equations
A chapter explaining how games and stories co-exist.
Observations and Playtester Comments
An introduction of what to look for and what to ask during a playtest.
A Point of View
Interactive titles tend to use a different point of view than most linear media. This article examines those points of view and suggests reasons why they work in their respective media. 
The Trap of Too Much Backstory
How to tell when you have too much of a good thing (backstory).
The Video Game Crash of 1983
An overview of the year long crash of the video game industry and the bankruptcy of a number of companies producing home computers and video game consoles in North America in late 1983 and early 1984.
Working with Dramatic Elements
A run down of the dramatic structure, dramatic arc, etc.
 

Games Industry
The 10 Worst Games of All Time
Pac-Man without the pizzazz. An evil-smashing basketball player. Sex and violence in all the wrong places. And our number one worst game ever. You call this entertainment?
Complete Factors
What are the key factors that a publisher looks at to see if a game will be completed?
The History of Video Games
A great summary of video games by PBS.
Portrait of the Artists in a Young Industry
A look at the evolution of computer art in the game industry.
 

Production
Game Production Breakdown
Step-by-steps for outlining the game production process.
Learning to Successfully Manage Teams and Delegate Work
Seven steps to help team managers lead a team.
Tips for Working Successfully in a Group
Helpful tips for working in groups.
 

Gabe's Recommended Books
Digital Lighting and Rendering
Crafting a perfect rendering in 3D software means nailing all the details. And no matter what software you use, your success in creating realistic-looking illumination, shadows and textures depends on your professional lighting and rendering techniques.
Digital Texturing and Painting
This book takes you outside the studio and walks you through the museum of life. This full color book combines traditional texture creation principles with digital texturing techniques to enhance your scenes and animations. In the first half of the book, you will learn about the history of textures in fine art and in the second half, how to apply these principles to your 2D and 3D digital scenes.
Elements of User Experience, The: User-Centered Design for the Web
This book is designed to be read easily in just a few hours. If you're a newcomer to the world of user experience -- maybe you're an executive responsible for hiring a user experience team, or maybe you're a writer or designer just finding your way into this field -- this book will give you the foundation you need. If you're already familiar with the methods and concerns of the field of user experience, this book will help you communicate them more effectively to the people you work with.
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Technology changes storytelling--movies don't tell stories in the same manner as wandering bards. Janet H. Murray, director of the Laboratory for Advanced Technology in the Humanities at the Massachusetts Institute of Technology, is fascinated with the changes emerging technologies may bring. Interactive tales, more versatile structures, stories as games, and games as stories are among the topics she explores in her very personable and entertaining style. And what about fears that interactive escapism could be the coming addiction? She makes an unblinking examination of this question with insight into both the technological possibilities and the strengths of the human psyche. Strongly recommended for anyone who loves the art of storytelling in any medium. --This text refers to an out of print or unavailable edition of this title.
Theory of Fun for Game Design
Never before has a guide so succinctly put together the essence of what it means to design for the elusive but highly important element of fun. And the pursuit of fun in interactive media like games is never ending. It's not so easy to articulate what fun is (try it sometime and you'll see) but leading interactive designer, Raph Koster, has developed a theory of fun that he cleverly presents in his ground-breaking book: A Theory of Fun for Game Design. Not only game designers, but all designers will treasure this insightful and challenging exploration of how to step out of the box and create designs that really entertain.
You Can Draw Transformers by Simon Furman
You've seen the comics and cartoons-now you can draw the characters! From Megatron to Optimus Prime, this step-by-step guide teaches budding artists everything they need to know to draw characters from the amazing Transformers universe.