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August 26, 2016
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August 26, 2016
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Updates » 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

Video: How Remedy rewrote its engine tech to make Alan Wake  
by Staff [07.14.16]
In this 2011 GDC talk, Remedy's Markus Maki and Olli Tervo break down the technical challenges of building Alan Wake and offer lessons for programmers working on game engines for large titles.
Console/PC, Programming, Production, Video, Vault

Video: Escaping the Holodeck - Storytelling in VR and AR games  
by Staff [07.12.16]
At GDC 2016's sibling conference VRDC, narrative designer Rob Morgan spoke to how storytelling techniques perfected in AR can help overcome the challenge of creating "emotional immersion" in VR.
VR, Design, Video, Vault

Video: Deconstructing the Gothic horror music of Bloodborne  
by Staff [07.11.16]
Bloodborne audio experts Peter Scaturro, Penka Kouneva and Jim Fowler take the stage at GDC 2016 to talk about how the game's striking, haunting score was composed and produced across continents.
Console/PC, Audio, Video, Vault

Video: How Overwatch was designed so people could 'play by sound' 2
by Staff [07.07.16]
At GDC 2016 Blizzard's Scott Lawlor and Tomas Neumann run down how the studio designed and tuned the audio elements of Overwatch so players could literally "play by sound."
Console/PC, Social/Online, Audio, Video, Vault

Video: Videoball and video games' superiority over sports 1
by Staff [07.01.16]
Videoball designer Tim Rogers takes the stage at GDC 2016 to lead attendees on a tour through various frustrating thought-experiments one might encounter on the quest to triangulate The Perfect Sport.
Social/Online, Indie, Design, Video, Vault

Video: So, they made you a lead -- now what?  
by Staff [06.30.16]
In this 2015 GDC Europe talk Double Fine's Oliver Franzke shares lessons learned from settling into a leadership position and gives devs advice on picking up the necessary skillsets for leadership.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault