Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 19, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Video: The iterative programming pipeline of Far Cry 4  
by Staff [09.14.18]
In this 2015 GDC talk, Ubisoft Montreal's Remi Quenin discusses game-changing improvements applied to the programming pipeline of Far Cry 4.
Console/PC, Design, Video

Long-running game dev interview series Don't Die now available in audio form  
by Emma Kidwell [09.14.18]
Interviews with game developers from the series Don't Die have been converted as audio and uploaded to YouTube, featuring discussions with individuals from experimental indies to triple-A vets.
Console/PC, Indie, Design

XRDC speaker Q&A: Chris O'Connor and using VR in the auto biz  
by Bryant Francis [09.14.18]
Zerolight's Chris O'Connor explains how the automotive industry is taking advantage of virtual reality technology in this Q&A for his upcoming XRDC talk.
VR, Design

Don't Miss: The strange, unresolved conflict in Animal Crossing 6
by Ian Bogost [09.14.18]
In this classic 2013 feature Ian Bogost explores how, through the years, Animal Crossing's overall themes remain constant: the strange, unresolved conflict between consumption and naturalism.
Console/PC, Design

Got a great idea for a VR/AR talk? Pitch it for GDC 2019's VRDC!  
by Staff [09.14.18]
Got a great AR/VR/MR talk in mind? If it has to do with games or entertainment in general, GDC 2019 is still accepting VRDC talk submissions -- but only until Friday, October 5th at 11:59 pm Pacific!
VR, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Understanding the design of the 'magic circle' 1
by Gamasutra Community [09.14.18]
The magic circle is a magical world that players step into when entering the world of the game, and it is also very misunderstood from a design perspective.
Design

Head like a hole: The wisdom of Donut County dev Ben Esposito  
by Alex Wawro, Bryant Francis [09.14.18]
Ben Esposito spent six years of his life making a wonderful game about a hole that eats up a California county -- and he learned a lot along the way.
Console/PC, Smartphone/Tablet, Indie, Art, Design, Business/Marketing

Video: The risky development of Sword & Sworcery  
by Staff [09.13.18]
In this classic GDC 2012 talk, Capy Games' Nathan Vella outlines the choices made by the team that helped one of the App Store's weirdest games become a critical and financial success.
Indie, Design, Video

Opinion: The dark allure of We. The Revolution  
by Katherine Cross [09.13.18]
Columnist Katherine Cross examines We. The Revolution, a gorgeous strategy-simulation game from Polish studio Polyslash that puts players in the role of a Revolutionary Tribunal during the French Revolution.
Indie, Design

Mobile marketplaces accused of publishing apps violating kids' privacy laws  
by Emma Kidwell [09.13.18]
An analysis by The New York Times examines a lawsuit filed by New Mexico’s attorney general claiming mobile game Fun Kid Racing violated a federal children’s privacy law.
Smartphone/Tablet, Design

Finding the balance between too little and too much to do in Destiny 2  
by Alissa McAloon [09.13.18]
“We found with Destiny 2 – and this is the case, I think, on any game – that players don’t want to be told when to stop playing.”
Console/PC, Social/Online, Design

Don't Miss: Creating Assassin's Creed III's memorable seafaring experience 4
by Staff [09.13.18]
One of the most impressive components in Ubisoft's Assassin's Creed III was the game's naval battles. Ubisoft Singapore's Hugues Ricour explains how the studio made that possible.
Console/PC, Design

Blog: Designing a game without words  
by Gamasutra Community [09.13.18]
Lead artist Łukasz Sałata and chief designer Daniel Gizicki dig into the challenges of creating a game with no verbal communication.
Design

Pitch your exciting, insightful game UX talks for GDC 2019's UX Summit!  
by Staff [09.13.18]
GDC organizers are still accepting UX Summit talk submissions -- but only until Friday, October 5th at 11:59 PM Pacific!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, GDC

Blog: Space, place, and the art of designing deep levels 2
by Gamasutra Community [09.13.18]
Ever wondered what powers environmental storytelling? Placemaking. This article takes a look at how the process of placemaking can be used to help design deep video game levels.
Design

XRDC speaker Q&A: Jenna Goldberg and the art of data visualization in AR 1
by Staff [09.12.18]
XRDC speaker Jenna Goldberg explains the value of bringing data to live in augmented reality.
VR, Design

iPhone Xs comes with enhanced performance for ARKit 2  
by Emma Kidwell [09.12.18]
The recently unveiled iPhone Xs and Xs Max feature a brand-new chip called the A12 Bionic, a 6-core CPU said to enhance performance improvements for ARKit 2.
Smartphone/Tablet, Design, Production

Video: How writers can utilize Wikipedia in their research  
by Staff [09.12.18]
In this GDC 2016 talk, Seasun's Chris Hepler explains how game writers can learn facts fast enough to make their game stand up to expert scrutiny and sound like an expert.
Console/PC, Design, Video

Watch our chat with the devs behind Shadow of the Tomb Raider  
by Bryant Francis [09.12.18]
We talked to two developers who worked on Shadow of the Tomb Raider to learn more about the practical challenges of making a giant tomb raiding game.
Console/PC, Design, Video

Don't Miss: The uneasy merging of narrative and gameplay 22
by Ara Shirinian [09.12.18]
This classic 2010 feature picks apart the gameplay/narrative question by examining how games handle cinematic interactivity, how movies handle fight sequences, and how the two forms of media differ.
Console/PC, Design