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Updates » GDC
Meg Jayanth: 10 ways to make your game more diverse 25
by Katherine Cross [03.17.16]
Writer Meg Jayanth’s GDC talk “10 Ways to Make Your Game More Diverse,” brought her experience on Inkle’s award winning mobile story game 80 Days to bear on this sensitive topic.
Indie, Design, GDC

Oral history of Rez recounts a marriage of game and music  
by Simon Parkin [03.17.16]
Tetsuya Mizuguchi, founder and CEO of Enhance Games and a former game director at Sega, recounted his creative journey toward creating his ground breaking 2001 rhythm game Rez at GDC 2016 today.
VR, Console/PC, Art, Audio, Design, Production, GDC

One Life Left vs. Gamasutra at GDC 2016: Imposter syndrome, VR, and more!  
by Staff [03.17.16]
It's day three at GDC, and now the expo's properly underway it's time to find out if this VR stuff is any good. Luckily we've got a small army of super-special podcast guests to help us work that out.
VR, Podcast, GDC

Emulation and the challenge of selling old games 4
by Simon Parkin [03.17.16]
"Emulation is the cheapest, safest and best way to republish old video games on today's hardware." This was the message from Frank Cifaldi, a self-described video game archivist and designer at Digital Eclipse.
Console/PC, Production, GDC

Finji's Adam Saltsman: Tips for deciding which game ideas to pursue 8
by Chris Baker [03.17.16]
In his Wednesday GDC talk, Adam Saltsman of Finji describes a nightmare scenario that will give any game developer chills.
Indie, Design, Production, Business/Marketing, GDC

In VR, even something as simple as a crosshair is 'not easy to do' 3
by Alex Wawro [03.17.16]
The crosshair in High Voltage's VR FPS Damaged Core is 'one of our crowning achievements,' says producer Doug Seebach, and it's a good example of how hard it is to adapt traditional game design to VR.
VR, Design, GDC

Valve's 'The Lab' a charming crash course for new VR players  
by Kris Graft [03.17.16]
Gamasutra had a chance to check out Valve Software's HTC Vive demo collection, "The Lab," which will be a good way for new Vive owners to show off their new toys.
VR, Design, GDC

Yuting Su's Octobo: A 21st Century Teddy Ruxpin  
by Katherine Cross [03.17.16]
Developer Yuting Su’s adorable one-eyed Octobo is something of a Teddy Ruxpin style storytelling cuddlebug that is meant to provide a cute, interactive experience for young, new readers.
Indie, Design, Production, Video, GDC

The risk of games that seek to create empathy 7
by Simon Parkin [03.17.16]
While the power of game mechanics imbues the video game medium with tremendous story-telling power, it can result in a clash between a creator's intended message, and the one that is being communicated by the design.
Serious, Design, GDC

In open world game design, curiosity is key, says Bethesda's Todd Howard  
by Kris Graft [03.17.16]
"Build a world that piques the player's curiosity. [A world] that rewards curiosity and exploration in any way it can," says Todd Howard, director at Bethesda Game Studios.
Design, GDC

Witcher 3 wins Game of the Year at 16th annual Game Developers Choice Awards  
by Staff [03.16.16]
CD Projekt Red's expansive open-world game leads a list of award-winning games that include IGF darling Her Story, Psyonix's Rocket League, Dontnod's Life is Strange and more.
Console/PC, Indie, Programming, Art, Audio, Design, Production, GDC

Her Story takes home top honors at the 18th annual IGF Awards  
by Staff [03.16.16]
In addition to the grand prize, Sam Barlow's Her Story also received the top honor for Excellence in Narrative. Read on for the full list of award winners!
Indie, Programming, Art, Audio, Design, Production, GDC

One Life Left vs. Gamasutra at GDC 2016: Featuring 12 very smart people  
by Staff [03.16.16]
Show two from GDC, and the first from the convention floor! Join us and 12 super special guests as we talk about everything important about video games.
Podcast, GDC

Watch the 2016 IGF and Game Developers Choice Awards right here!  
by Staff [03.16.16]
We've taken the liberty of embedding the stream of tonight's Game Developers Choice and IGF awards, so if you can't make it in person, tune in and celebrate the work of your fellow game creators.
Console/PC, Indie, Business/Marketing, Video, GDC

GDC Highlights: Epic acting, Disney crosses roads, & #1reasontobe  
by Bryant Francis [03.16.16]
With day 3 of GDC16 complete, we're bringing you a sample of news and reactions from the show floor and viewers at home.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production, Business/Marketing, GDC

Upgrade kits, lawsuits and Lite-Brite: How Ms. Pac-Man was made 3
by Alex Wawro [03.16.16]
“I’m Steve Golson, and you’re all here to hear about Ms. Pac-Man,” he said, by way of opening a postmortem of his work on the arcade classic at GDC. Here are some choice highlights of the crazy tale.
Console/PC, Programming, Art, Design, Production, Business/Marketing, GDC

Failbetter's Kennedy: Good game story is like a well-mixed cocktail  
by Chris Baker [03.16.16]
A good game story is like a well-mixed cocktail, says the creative director of Failbetter Games. They both require theme, vivid flavor, known ingredients, and an emphasis on quality over quantity.
Design, Video, GDC

Richard Rouse III's 6 techniques to make game narratives more dynamic 1
by Chris Baker [03.16.16]
At GDC, game designer Richard Rouse III outlined six different techniques for adding dynamism to game stories, and cited several games that exemplify each of these techniques.
Console/PC, Indie, Design, GDC

Here's what Sony wants devs to know about making PlayStation VR games 6
by Alex Wawro [03.16.16]
Today at GDC Sony sponsored a talk on developing for PSVR, debuting an informal "VR consultation service" for devs and pitching them on PSVR's capacity to allow for local multiplayer VR games.
VR, Programming, Design, Production, GDC

GDC looks back for 30th edition with all-star microtalks  
by Simon Carless [03.16.16]
Kicking off the Game Developers Conference 2016 in style, an all-star set of microtalks took us through the major trends the game industry has seen across 30 editions (and 29 years) of the show.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC