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March 24, 2017
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Updates » Vault
Video: How Respawn evolved the Titan combat in Titanfall 2  
by Staff [03.23.17]
At GDC 2017, Respawn game designer Carlos Pineda speaks about how the studio balanced Titans in the game so that Titanfall 2 combat is satisfying -- whether players are fighting in robots or on foot.
Console/PC, Social/Online, Design, Video, Vault

Video: Nioh director reflects on the game dev impact of player feedback  
by Staff [03.22.17]
At GDC 2017, game director Fumihiko Yasuda spoke at length about how the game's design was impacted by Team Ninja's decision to open the game up to player feedback via multiple pre-release demos.
Console/PC, Production, Video, Vault

Video: From indie to Fable and back -- 30 years of game dev 'wisdom'  
by Staff [03.21.17]
At GDC 2017's Independent Games Summit, veteran developer Dene Carter shared a few of the many lessons he'd learned in 30 years of making games, from Druid to Fable to Spellrazor.
Console/PC, Indie, Design, Production, Video, Vault

Video: Full Throttle composer shares lessons to learn from 'classic' game music  
by Staff [03.20.17]
At GDC 2015, veteran game composer Peter McConnell (Monkey Island 2, Grim Fandango) took the stage to reflect on the lessons he'd learned from composing classic game soundtracks in the '90s.
Console/PC, Audio, Video, Vault

Video: Defining and evolving the art direction of Overwatch  
by Staff [03.17.17]
At GDC 2017 Overwatch art director Bill Petras & assistant art director Arnold Tsang share insight into the origins of the game's charming art style, and how they design its characters/environments.
Console/PC, Art, Video, Vault

Video: A primer on designing better cameras for games  
by Staff [03.16.17]
At GDC 2017, Robotoki's Simon Unger tries to help fellow game makers design better game cameras by offering an abbreviated primer on actual cameras and composition techniques.
Console/PC, Indie, Art, Video, Vault

Video: A postmortem look at the making of The Oregon Trail  
by Staff [03.15.17]
At GDC 2017, The Oregon Trail co-creator Don Rawitsch sets off on a journey to explore the development of the classic educational game that took the world by storm.
Console/PC, Design, Video, Vault

Video: How Prompto's selfie-snapping AI works in Final Fantasy XV  
by Staff [03.14.17]
At GDC 2017, Square Enix designer Prasert "Sun" Prasertvithyakarn delivers an ebullient presentation about how Final Fantasy XV's AI-driven photo system works.
Console/PC, Programming, Design, Video, Vault, GDC

GDC 2017 talks are now available to watch via the GDC Vault!  
by Staff [03.14.17]
Game Developers Conference organizers are pleased to announce that the many talks and presentations delivered by game industry notables at GDC 2017 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC

Video: A legal expert's guide to IP law for game devs  
by Staff [03.13.17]
At GDC Next 2014, video game attorney Mona Ibrahim gave game devs an overview of what intellectual property is, legally speaking, and how you define and protect it over the course of your career.
Console/PC, Indie, Business/Marketing, Video, Vault

Video: Designing Zelda: Breath of the Wild's unconventional mechanics  
by Staff [03.10.17]
At GDC 2017, some of the lead developers on Nintendo's The Legend of Zelda: Breath of the Wild talk earnestly about how (and why) they designed the game's convention-breaking systems and mechanics.
Console/PC, Design, Video, Vault

Video: Why shipping games kills indie studios (and how to avoid it)  
by Staff [03.06.17]
At GDC 2016, Danny Day of QCF Design (Desktop Dungeons) talked frankly about what indie teams shipping their first game should expect post-release, based on detailed surveys of indie game dev teams.
Indie, Production, Video, Vault

Video: 5 devs talk storytelling in the 2016 Narrative Innovation Showcase  
by Staff [02.23.17]
Watch five devs take the stage at GDC 2016 to give brief ten-minute talks about the interesting and intriguing things each of them is doing in terms of storytelling in video games.
Video, Vault

Video: Improving our games through subversive diversity  
by Staff [02.16.17]
Game devs Catt Small and Shawn Alexander Allen take the stage at GDC 2016 to talk about how you can create more diverse and inclusive games, and why that's a valuable thing you should be doing.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Video: Disney Imagineering's approach to interactive environmental storytelling  
by Staff [02.13.17]
At GDC Next 2013, Disney Imagineering's Jonathan Ackley and Chris Purvis took the stage to break down how the lessons they've learned about theme park game design can inform video game design.
Smartphone/Tablet, Design, Video, Vault

Video: Naughty Dog's postmortem of Uncharted 2: Among Thieves  
by Staff [01.27.17]
At GDC 2010, then co-lead game designer Richard Lemarchand earnestly explains the ways in which Naughty Dog faced many entirely new challenges in the creation of their hit game Uncharted 2.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: Examining the health risks of game dev (beyond carpal tunnel)  
by Staff [01.25.17]
In this GDC 2013 talk sponsored by the IGDA, a psychiatrist and a crew of game devs come together to discuss the ways working as a game dev can be bad for your health -- and what to do about it.
Console/PC, Indie, Video, Vault

Video: How game devs can use level design tools expressively  
by Staff [01.19.17]
At GDC 2015 game developer Forrest Dowling delivers an intriguing, succinct talk on how level design tools can be used to both express ideas or moods and afford players spaces to express themselves.
Console/PC, Indie, Design, Video, Vault

Video: Steve Golson's postmortem of the classic Ms. Pac-Man  
by Staff [01.18.17]
“I know this is supposed to be a postmortem, but postmortem means somebody died. So maybe it’s a postpartum,” said original game engineer Steve Golson at GDC 2016. “Ms. Pac-Man lives on.”
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: Peter Molyneux shares a game dev postmortem of Populous  
by Staff [01.17.17]
In this classic GDC 2011 talk Peter Molyneux explains exactly how he wound up creating Populous, tracing the story back to a rather curious job shipping baked beans to the Middle East in the '80s.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault