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January 17, 2017
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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

Video: Drawing on the untapped potential of roguelikes  
by Staff [01.11.17]
At GDC 2015, Riot Games' Tom Cadwell discusses what game makers can learn from studying the roguelike approach to designing for mastery -- and how they can use those lessons in their own work.
Console/PC, Indie, Design, Video, Vault

Video: How Naughty Dog did the motion capture for The Last Of Us  
by Staff [12.22.16]
At GDC 2015, Naughty Dog's Blake Shelton takes the stage to deliver a great talk about the needs, requirements and thought processes used to design the studio's motion capture pipeline.
Console/PC, Production, Video, Vault

Video: How Playdead rendered the unique visuals of Inside  
by Staff [12.21.16]
At GDC 2016 Playdead's Mikkel Gjoel and Mikkel Svendsen explain the techniques used to achieve high visual fidelity in the context of the strict simplistic aesthetic of Inside.
Indie, Programming, Art, Video, Vault

Video: Moving past your failures in game development  
by Staff [12.20.16]
At GDC 2016 experienced game devs Chaim Gingold, Joe Mirabello and Paul Kilduff-Taylor spoke candidly about failures, getting through their struggles and learning from the experience.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Video: Building a better jump (with math!) 1
by Staff [12.15.16]
At the 2016 Game Developers Conference earlier this year, Minor Key Games' Kyle Pittman shared a programmer-friendly, mathematical approach to making better jump systems in platformer games.
Console/PC, Indie, Programming, Design, Video, Vault

Video: Grappling with the dark side of game development 2
by Staff [12.06.16]
As part of the GDC 2016 Independent Games Summit, game designer Joshua Boggs (Framed) gave an emotional talk about how his quest for validation and acclaim led him to sacrifice things he held dear.
Indie, Production, Video, Vault

Video: How to survive in indie game dev for 10+ years without shipping a hit 5
by Staff [11.22.16]
"You're not special, nor is your game, and you'll never ship a hit." With those words, longtime indie dev Jake Birkett opens this 2016 GDC talk on how to survive and thrive as an indie game maker.
Smartphone/Tablet, Business/Marketing, Video, Vault

Video: How Telltale adapted Fables into The Wolf Among Us  
by Staff [11.17.16]
At GDC Europe 2014, Telltale's Chris Schroyer explains how the studio does its trademark game design work by showing how it made The Wolf Among Us based on the 'Fables' graphic novels.
Console/PC, Design, Video, Vault

Video: Tools and techniques for writing better non-linear game narratives  
by Staff [11.16.16]
Choice. Consequence. Complicity. These, according to former Failbetter chief Alexis Kennedy, are key to writing great narratives for non-linear games, as he explains in this GDC 2016 talk.
Console/PC, Indie, Design, Video, Vault

Video: How (and why) to create discomfort through game design  
by Staff [11.03.16]
At GDC 2016, independent designer Dietrich Squinkifer took the stage to share techniques you can use to create a more varied emotional palette in play experiences, in video games or otherwise.
Console/PC, Indie, Design, Video, Vault

Video: Sid Meier's psychology of game design  
by Staff [10.21.16]
"Everything you know is wrong."
Console/PC, Design, Video, Vault

Video: Recording an orchestral game soundtrack at Abbey Road  
by Staff [09.30.16]
At GDC 2012, audio professionals who worked on WB Games' Lord of the Rings: War in the North sought to shed light on what it really takes to incorporate a live orchestra into a game's production.
Console/PC, Audio, Video, Vault

Video: Crafting the sound of Hyper Light Drifter  
by Staff [09.29.16]
Using everything from '50s wire recorders to modified stethoscopes, the sound design for Heart Machine's Hyper Light Drifter was anything but conventional. Find out how in this GDC Europe talk!
Indie, Audio, Video, Vault

Video: The Physics of Fun -- Vehicles in Saint's Row: The Third 1
by Staff [09.28.16]
Volition's David Bianchi speaks at GDC 2014 about how he (effectively single-handedly) designed and implemented 90+ vehicles in Saint's Row: The Third in roughly six months.
Console/PC, Programming, Design, Video, Vault

Video: Why devs don't need a f@#$ing publisher 3
by Staff [09.26.16]
At GDC Devolver Digital's Nigel Lowrie argues that you as a game dev don't really need a publisher to ship video games -- until you really do, that is, at which point he has some suggestions for you.
Indie, Business/Marketing, Video, 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