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September 25, 2016
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September 25, 2016
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Updates » Vault
Video: 7 ways for game devs to succeed with Twitch streamers  
by Staff [09.15.16]
At GDC 2016, Twitch's Kathy Astromoff shares examples of how game developers are incorporating Twitch streamers into their design process -- and how you can get broadcasters to play your next game.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Video: Practicing the healthy habits of a successful game maker  
by Staff [09.06.16]
As part of the GDC 2016 Game Career Seminar, game designer Lauren Scott took the stage to talk about some healthy habits she's honed to become a successful game maker.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Video: Balancing accessibility against depth in game design 1
by Staff [09.02.16]
Witch Beam's Santana Mishra and Tim Dawson speak at GDC 2016 about how they built Assault Android Cactus to be a game that's accessible while also offering something new to hardcore shoot-em-up fans.
Indie, Design, Video, Vault

Video: Creating AI that thrives in procedurally-generated worlds  
by Staff [09.01.16]
At GDC 2016, Damian Isla and John Abercrombie discuss how they've made game AI (The Flame and the Flood, Fortnite) that can adapt and thrive in both procedurally-generated and user-generated spaces.
Console/PC, Indie, Programming, Design, Video, Vault

Video: Death to three-act structure! Crafting unique game narratives 1
by Staff [08.31.16]
At GDC 2014, game devs Richard Rouse III and Tom Abernathy detail some of the different structures employed in a variety of storytelling mediums and analyze the unique structural needs of games.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: How Capcom localizes games like Monster Hunter  
by Staff [08.30.16]
At GDC 2016, Capcom's Andrew Alfonso spoke to how Capcom's localization directors do their jobs, using the localization of Monster Hunter 4 Ultimate as a guiding example.
Console/PC, Business/Marketing, Video, Vault

Video: Threes creator shares tips on making great game tutorials  
by Staff [08.24.16]
Hot off the release of Threes, indie game maker Asher Vollmer speaks at GDC 2014 about how to empower your players (without patronizing them) through great tutorial design.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Making Her Story and using the player's imagination as a narrative tool  
by Staff [08.15.16]
In this GDC 2016 talk game designer Sam Barlow shares lessons learned from making Her Story and explores why the most powerful game engine in the world is your player's brain.
Indie, Design, Video, Vault

Video: How all that snappy dialog gets put into Double Fine games  
by Staff [08.10.16]
At GDC 2015 Anna Kipnis gave a broad overview of how dialog gets into a Double Fine game, from the moment a line is written to hearing and seeing the line in the engine, even in a foreign tongue.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Production, Video, Vault

Video: Tackling real-world problems through game design in Life Is Strange  
by Staff [08.05.16]
At GDC 2016, Michael Koch and Raoul Barbet (co-directors of Dontnod's episodic game Life Is Strange) explore how the interactive nature of video games can be used to tackle difficult subject matter.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Video: Capturing the cinematic dialogue of Splinter Cell: Blacklist  
by Staff [08.03.16]
At GDC 2014, Ubisoft Toronto's Richie Nieto delivers a step-by-step walkthrough of the pipeline for producing dialogue for cinematics in the big-budget stealth action game Splinter Cell: Blacklist.
Console/PC, Audio, Video, Vault

Video: Crafting the striking art style of Monument Valley  
by Staff [08.02.16]
At GDC 2015, Monument Valley lead designer Ken Wong speaks to how the team designed the game's unique look, drawing on Influences as wide ranging as M.C. Escher and Japanese flower arrangements.
Smartphone/Tablet, Art, Production, Video, Vault

Video: Value Nothing - Using negative space in level design 1
by Staff [08.01.16]
When is something that's not there more important than the things that are there? At GDC 2014, Epic Games' Jim Brown takes the stage to talk in depth about the role of negative space in game design.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Designing the Spartan abilities in Halo 5: Guardians  
by Staff [07.29.16]
At GDC 2016, former 343 Industries game designer Ryan Darcey offered insight into the process of taking the "Spartan Charge" and "Ground Pound" actions of Halo 5 from concept to final release.
Console/PC, Design, Video, Vault

Video: Designing Sunset Overdrive for diverse protagonist genders/body types  
by Staff [07.27.16]
At GDC 2015, Insomniac's Adalbert Kinsey speaks to the tools Insomniac used to create a diverse array of character creation options in Sunset Overdrive, and the lessons they learned in the process.
Console/PC, Design, Video, Vault

Video: Tips from Paradox on mixing history with game design  
by Staff [07.26.16]
At GDC 2016, Paradox Development Studio's Chris King shares solutions his studio has for bringing history into your game, while at the same time ensuring the game itself is fun and compelling to play.
Console/PC, Indie, Design, Video, Vault

Video: Designing the audio for Inside, a game that listens  
by Staff [07.22.16]
At GDC 2016, Playdead audio wizard Martin Stig Andersen describes various approaches to feedback loops between game and audio that have resulted in an atmospheric experience for Inside players.
Console/PC, Indie, Audio, Video, Vault

Video: Dipping into Ink, 80 Days' narrative scripting language  
by Staff [07.21.16]
Inkle cofounder Joseph Humfrey takes the stage at GDC 2016 to explain how the studio's open-source narrative scripting language Ink works, and how it was used to create games like 80 Days and Sorcery!.
Indie, Design, Production, Video, Vault

Video: Exploring the art direction of Ninja Theory's Devil May Cry  
by Staff [07.20.16]
At GDC 2013 Ninja Theory's Alessandro "Talexi" Taini spoke to how fashion, music, architecture and other forms of art influenced the studio's efforts to bring the game into the "here and now."
Console/PC, Art, Video, Vault

Video: Crafting emotional themes in Dragon Age: Inquisition's Trespasser DLC  
by Staff [07.19.16]
At GDC 2016 Dragon Age franchise lead writer Patrick Weekes and lead narrative designer John Epler speak to developing the core narrative and thematic moments in the game's Trespasser DLC.
Console/PC, Design, Video, Vault