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December 22, 2014
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December 22, 2014
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Updates » Vault
Video: How games reflect the tension between our hearts and minds  
by Staff [12.19.14]
In a wide-ranging GDC 2014 talk, NYU Game Center chief Frank Lantz explored how games are made, played and talked about in an effort to better understand the ways in which people look at the world.
Console/PC, Design, Video, Vault

Video: How Save the Date wins hearts through nonlinear narrative  
by Staff [12.17.14]
As part of the GDC 2014 Independent Games Summit, Save the Date creator Chris Cornell spoke about the specific techniques he used to build a surprisingly emotional nonlinear narrative game.
Indie, Design, Video, Vault

Video: Growing your community the Day[9]TV way  
by Staff [12.15.14]
Speaking at GDC 2014, professional eSports broadcaster Sean "Day[9]" Plott gave an excellent business-minded talk guiding developers through ways to stay connected and relevant to their audience.
Social/Online, Business/Marketing, Video, Vault

Video: Understanding how games influence the way boys behave 2
by Staff [12.12.14]
At GDC 2013, author Rosalind Wiseman teamed up with game industry personality Ashly Burch for a thought-provoking session about the connection between games and social behavior among school-aged boys.
Serious, Business/Marketing, Video, Vault

Video: Ken Levine pitches devs on the idea of 'Narrative Legos' 8
by Staff [12.10.14]
At GDC 2014, Irrational Games cofounder Ken Levine explains his theory of 'Narrative Legos' -- breaking narrative down to its smallest non-abstract elements and mixing them up to create new stories.
Console/PC, Design, Video, Vault

Video: How the Fukushima Game Jam helped a community rebuild  
by Staff [12.05.14]
IGDA Japan VP and Fukushima Game Jam organizer Toshifumi Nakabayashi speaks to how developers can use game jams as a way to encourage philanthropy as part of an Advocacy track talk at GDC 2014.
Indie, Business/Marketing, Video, Vault

Video: How Irrational gave life to Bioshock Infinite's Elizabeth  
by Staff [12.03.14]
Bioshock Infinite animation director takes the stage at GDC 2014 to explain in remarkable detail how the character design of Elizabeth evolved and ultimately involved every department of Irrational.
Console/PC, Design, Video, Vault

Video: Expert advice on how to make your indie games stand out  
by Staff [11.24.14]
Game designer Raph Koster hustled indie developers Adam Saltsman, Rami Ismail and Zach Gage into a room at GDC Next earlier this year to ask: as an indie, how do you successfully market your work?
Indie, Business/Marketing, Video, Vault

Video: Discovering the art direction for Child of Light 3
by Staff [11.20.14]
Ubisoft Montreal's Patrick Plourde explains how the unique, almost dreamlike visual design of Child of Light was discovered and implemented on the UbiArt Framework in this GDC 2014 talk.
Console/PC, Art, Video, Vault

Video: The trial by fire of making Little Inferno  
by Staff [11.19.14]
Speaking at GDC 2014, Tomorrow Corporation cofounder Kyle Gray expounded on lessons learned in the making Little Inferno, ' a satirical fireplace simulator with a deep, dark secret.'
Indie, Design, Video, Vault

Video: Solving the time travel paradox for Super Time Force  
by Staff [11.17.14]
This GDC 2014 talk offers us a first-hand look into how Capy Games' Super Time Force uses concepts from quantum mechanics to tackle the video game time paradox problem.
Console/PC, Indie, Design, Video, Vault

Video: Crafting the sound of Grand Theft Auto V 1
by Staff [11.12.14]
Rockstar's Alastair MacGregor offers fascinating insight into the audio design of Grand Theft Auto V, one of the most high-profile and heavily-produced games of 2013, in this GDC talk.
Console/PC, Audio, Production, Video, Vault

Video: Going beyond graphics to reach visually impaired players  
by Staff [11.10.14]
A group of developers and advocates join together to share advice at GDC 2014 on how developers can make games that are accessible and appealing to a vastly underserved market: the visually impaired.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio, Design, Business/Marketing, Video, Vault

Video: Curating culture through a new wave of video game events  
by Staff [11.07.14]
Bars, libraries, festivals -- these aren't typically places you'll find video games, but Wild Rumpus organizer Marie Foulston believes they should be; she explains why in this GDC 2014 panel session.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Video: Lessons learned from designing games for disabled players  
by Staff [11.05.14]
Expert Ian Hamilton spoke about the topic at GDC 2014 earlier this year, sharing sucess storie and lessons learned from when developing accessible games for disabled players hasn't gone well.
Console/PC, Indie, Design, Video, Vault

Video: Understanding how analytics help you make better games  
by Staff [11.04.14]
Understanding analytics data is critical if you want to make your best games. Epic Games' Jim Brown shows you how, using examples from Fortnite's development, in this GDC Europe 2014 talk.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Mastering the art of killing your games 8
by Staff [10.29.14]
Adam Telfer is a product lead at Wooga who had failed on at least seven projects when he spoke at GDC Europe 2014 earlier this year about Wooga's "hit filter" approach to game design and killing your darlings.
Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

Video Postmortem: The successes and failures of SteamWorld Dig  
by Staff [10.27.14]
Brjann Sigurgeirsson reveals how he and the team at Image & Form stumbled through the process of making SteamWorld Dig a multi-platform hit in this GDC Europe 2014 talk.
Console/PC, Indie, Design, Production, Video, Vault

Video: Finding the right art style for The Witness  
by Staff [10.24.14]
Speaking at GDC 2014, The Witness artist Luis Antonio recounts the game's artistic development and reminds developers that refining and simplifying your art style can amplify your game's impact.
Console/PC, Indie, Art, Video, Vault

Video: What it's like to make indie games as a couple 2
by Staff [10.20.14]
Claudia Molinari and Matteo Pozzi of We Are Muesli gave a great talk at GDC Europe 2014 that examines some of the naked truths of working as an indie couple, both within games and without.
Console/PC, Indie, Design, Production, Video, Vault