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May 18, 2013




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Updates » GDC
GDC Podcast: Warren Spector, Bennett Foddy, Paulina Bozek and more  
by Staff [03.14.12]
Warren Spector, Bennett Foddy, Paulina Bozek, Julian Merceron, Zach Gage, Jan Plass and Martin Hollis all drop by on this lively edition of the One Life Left / Gamasutra GDC Podcast, recorded last week.
Console/PC, Podcast, Smartphone/Tablet, Social/Online, Indie, GDC, Audio, Business/Marketing, Design, Programming, Art

GDC 2012 reveals record 22,500 attendance, debuts 2013 dates 3
by Staff [03.12.12]
The 2012 Game Developers Conference hosted a record-breaking 22,500 game industry professionals last week -- a 17 percent increase in attendance -- and will return to San Francisco on March 25 - 29 next year.
Console/PC, Smartphone/Tablet, Indie, GDC, Audio, Business/Marketing, Design, Programming, Production, Art

From the Editor: 5 key takeaways from GDC 2012 Exclusive  
by Kris Graft [03.12.12]
Gamasutra EIC Kris Graft looks back at last week's Game Developers Conference, highlighting devs' thoughts on future consoles, games on the brain and mobile niche opportunities.
Console/PC, Smartphone/Tablet, Social/Online, GDC, Exclusive, Audio, Business/Marketing, Design, Programming, Production, Art

GDC 2012: How Vector Unit made the leap from console to mobile games 1
by Kris Graft [03.09.12]
Matt Small, creative director at Hydro Thunder: Hurricane developer Vector Unit, gave 10 tips on how to make the leap from console to mobile game development at GDC on Friday.
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing, GDC

GDC 2012: Nailing the core aiming controls of Resistance 3  
by Christian Nutt [03.09.12]
Drew Murray, lead designer of the Sony-published shooter at Insomniac, explains how the team threw out everything and started from scratch -- heavily relying on user testing.
Console/PC, GDC, Design, Production

GDC 2012: Radical's Feedback Tool encourages discussion, ideas  
by Ben Abraham [03.09.12]
Marcin Chady of Radical outlines his studio's Feedback Tool, which allowed the entire team to collaborate on feedback and ideas without having too many cooks in the kitchen.
Console/PC, GDC, Production

GDC Podcast: IGF, kilts, and game dev rockstars  
by Staff [03.09.12]
One Life Left's third evening broadcast from GDC 2012 brings you a smart, chatty, focused, drained group of industry experts from Makielabs, Pocket Gamer and Independent Games Festival.
Console/PC, Podcast, Smartphone/Tablet, Indie, GDC, Audio, Business/Marketing, Design, Production

Witcher developer CD Projekt Red abandons DRM for future releases 3
by Eric Caoili [03.09.12]
The Witcher series developer CD Projekt Red has promised that it will no longer use DRM in any of its future video games, due to its ineffectiveness and the problems it creates for users.
Console/PC, GDC, Business/Marketing

GDC 2012: 10 tutorial tips from Plants vs. Zombies creator George Fan 6
by Tom Curtis [03.09.12]
In a jam-packed session at GDC 2012, Plants vs. Zombies creator George Fan outlined 10 tips for improving in-game tutorials and attracting both inexperienced and hardcore players.
Console/PC, Smartphone/Tablet, GDC, Design

GDC 2012: Inside the making of Alone in the Dark 16
by Leigh Alexander [03.09.12]
In a GDC classic postmortem, Alone in the Dark creator Frederick Raynal takes us inside the considerable technical and storytelling innovations that frightened a generation and birthed a genre.
Console/PC, GDC, Audio, Design, Programming, Art

GDC 2012: Applying psychology principles to game design 15
by Ben Abraham [03.09.12]
Ubisoft's Jason VandenBerghe applies psychology's Big 5 model to video game design, identifying player types in order to build a game design decision model that informs his work.
Console/PC, GDC, Design

GDC 2012: Defining the 'living background' of Gravity Rush  
by Christian Nutt [03.09.12]
In a talk at GDC, art director Yoshiaki Yamaguchi explained how the keyword for Gravity Rush was "living background," and how players need to feel connected to the world to truly inhabit it.
Console/PC, GDC, Art

GDC 2012: 'Contrastive juxtaposition' is BioWare's key to telling engaging stories 7
by Patrick Miller [03.09.12]
Wondering what BioWare's secret is for producing emotionally engaging games? The company's Jonathan Perry explains the principle of "contrastive juxtaposition" and how it guides the development process.
Console/PC, GDC, Audio, Design, Art

GDC 2012: Over-stimulation kills atmosphere, says Dear Esther's Pinchbeck 3
by Simon Parkin [03.08.12]
Creating vacuums allows players to think and feel about the experience, while over-stimulation kills atmosphere according to a GDC talk delivered by Dear Esther's Dan Pinchbeck.
Console/PC, GDC, Design

GDC 2012: 'Don't underprice your mobile product' - Cave COO 23
by Kris Graft [03.08.12]
At GDC 2012, Mikio Watanabe, COO of Cave, developers of shooters such as DeathSmiles, said when it comes to hardcore retro Japanese mobile games, don't sell yourself short.
Console/PC, Smartphone/Tablet, GDC, Business/Marketing

GDC 2012: Humor, meaning, cooperation and ambition: the microtalks  
by Leigh Alexander [03.08.12]
The much-anticipated and packed GDC microtalks, hosted by Naughty Dog’s Richard Lemarchand, converged speakers from varied development backgrounds for a series of rapid-fire presentations.
Console/PC, GDC, Business/Marketing, Design

GDC 2012: Game design tips for improving sales 5
by Tom Curtis [03.08.12]
Designing a game is one thing, but how do you design a game that sells? At a recent presentation at GDC 2012, Ubisoft Montreal's Alex Hutchinson laid out some key tips for improving a game's sales.
Console/PC, GDC, Business/Marketing, Design

GDC 2012: Partner pool grows for Zynga's Facebook alternative 3
by Frank Cifaldi [03.08.12]
Zynga's new social network has attracted three new partners, as Konami, Rebellion and Playdemic announced they will bringing social games to the just-launched Zynga.com.
Smartphone/Tablet, GDC, Business/Marketing

GDC Podcast: Themes, gamification, your mom plays games  
by Staff [03.08.12]
One Life Left's second broadcast from GDC 2012 includes industry experts from Persuasive Games, Harmonix and Spry Fox to cover gamification, GDC themes and getting your mom to play video games.
Console/PC, Podcast, Smartphone/Tablet, GDC, Audio, Business/Marketing, Design, Production

GDC 2012: Double Fine's Martz on the joy of accessibility  
by Leigh Alexander [03.08.12]
In an excellent talk about Once Upon A Monster Double Fine's Nathan Martz shares how the essential quest for accessibility in the family-friendly game yielded lessons both practical and profound.
Console/PC, GDC, Business/Marketing, Design, Art