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December 2, 2016
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Updates » 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 2
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

One Life Left vs. Gamasutra at GDC 2016: HTC 'Vive' or HTC 'Veev'?  
by Staff [03.16.16]
We thought we'd take it easy with our first show by having a relaxed recording in a hotel room, but what we ended up with was a bumper show packed full of more people than we've ever had on before!
Podcast, GDC

Oculus confirms launch line up, reveals 'comfort' rating system 1
by Chris Kerr [03.16.16]
Oculus has revealed which games will be available when its $599 Rift headset launches on March 28.
VR, Business/Marketing, Video, GDC

Now's the time to get into VR - but be realistic about its returns, says Palmer Luckey 8
by Kris Graft [03.16.16]
At a press event a day before the start of Game Developers Conference, we sat down with Oculus' Palmer Luckey to chat about the launch and what game developers ought to keep in mind if they’re pondering the jump into VR.
VR, Business/Marketing, GDC

'Powerful stories require ambiguity': A story about Her Story 1
by Simon Parkin [03.16.16]
"I wanted to make a point that not only could we have a game that involved subtext, but one that revolved around subtext."
Design, GDC

GDC Highlights: Engine action, VR pricing, and effective advocacy  
by Bryant Francis [03.15.16]
With Day 2 of GDC complete, we've brought you a quick roundup of news, takes, and insight from the show floor.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing, GDC

Jim Brown's level design workshop: The illusion of choice 2
by Katherine Cross [03.15.16]
Jim Brown of Epic Games advises providing players with an “illusion of choice.” Bringing a behavioral science perspective, he argued for making choice illusory while preserving player autonomy.
Console/PC, Design, GDC

Rez's Mizuguchi: Create virtual unreality  
by Christian Nutt [03.15.16]
"It's really about how much of the unreal reality you can bring into the virtual reality world." - Rez Infinite creator Tetsuya Mizuguchi on the promise of VR
VR, Design, GDC

Crytek is making the next version of CryEngine pay-what-you-want 1
by Kris Graft [03.15.16]
"If you can't afford to give us anything, that's okay," said CryEngine exec Frank Vitz during a GDC event today where Crytek announced CryEngine is going to a pay-what-you-want business model.
VR, Console/PC, Indie, Production, Business/Marketing, GDC

BioWare writers offer tips on building to an emotional theme  
by Katherine Cross [03.15.16]
At GDC, BioWare lead writer Patrick Weekes and narrative presentation lead John Epler explained how they worked narrative magic on the Dragon Age Inquisition: Trespasser DLC.
Console/PC, Design, Video, GDC