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June 29, 2017
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Video: 7 years in alpha -- A Thumper postmortem  
by Staff [06.28.17]
At GDC 2017, Thumper dev Marc Flury shows how he & fellow dev Brian Gibson shipped the game themselves thanks to strong art direction, constant experimentation, and commitment to simplicity.
Indie, Programming, Design, Production, Video, Vault

Video: Crafting epic, interactive music for Final Fantasy XV  
by Staff [06.27.17]
At GDC 2017 Square Enix audio programmer Sho Iwamoto takes the stage stage to explain how the Final Fantasy XV team designed a custom system to allow for interactive music that still sounds epic.
Console/PC, Audio, Video, Vault

Video: How procedural level design works in Eldritch  
by Staff [06.26.17]
Eldritch creator David Pittman speaks at GDC 2017 about procedural generation in games, how you make good use of it in terms of level design, and when you should (or shouldn't) use it at all.
Indie, Programming, Design, Video, Vault

Video: Understanding the nature (and future) of board game design  
by Staff [06.23.17]
Get fresh insight into game design by watching this GDC 2017 tabletop game "state of the industry" discussion with game designers Rob Daviau, Geoffrey Engelstein, and Eric Lang.
Console/PC, Design, Video, Vault

Video: A lawyer's guide to practical contract law for indie devs  
by Staff [06.21.17]
Games lawyer Chris Reid takes the stage at GDC 2017 to deliver a practical talk on contract law, breaking down everything indies should know about 5 common contracts in the game industry.
Indie, Business/Marketing, Video, Vault

Video: Smashing stereotypes to write better, richer games 6
by Staff [06.20.17]
At GDC 2017 game dev Shawn Alexander Allen lays out concrete examples of how games are often filled with homogeneous characters -- and how devs can craft better games by breaking out of that mold.
Console/PC, Indie, Design, Video, Vault

Video: How to get the best performance out of voice actors  
by Staff [06.19.17]
At GDC 2014, expert DB Cooper shares advice gleaned from years as a voice actor & director -- including playful techniques for developing characters and tricks to help keep your voice actor on track.
Console/PC, Production, Video, Vault

Video: Building an RTS without guns -- Offworld Trading Company  
by Staff [06.16.17]
At GDC 2017, longtime strategy game dev Soren Johnson explained how he set out to do just that in Offworld Trading Company, an "economic RTS" that's more about macro-strategy than micro-management.
Console/PC, Indie, Design, Video, Vault

Video: Veteran game dev Chris Crawford's famous 'Dragon Speech' 1
by Staff [06.15.17]
Watch this seminal speech from the 1992 CGDC which sees Crawford charge out of the room (and out of the commercial game industry, really) in pursuit of the "dragon" of truth, beauty, and art†in games.
Console/PC, Indie, Serious, Design, Video, Vault

Video: Deconstructing the psychology of rewards in game design  
by Staff [06.14.17]
At GDC 2017, Epic Games'†Ben Lewis-Evans dispels the "neuromyths" around dopamine and offers devs a deep dive into†the psychology behind reward systems in game design.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Fostering camaraderie in game communities from the ground up  
by Staff [06.13.17]
Smash Sisters founders Emily Sun and Lil Chen take the stage at GDC 2017 to share practical learnings from their side events organized for women, by women in the Super Smash Bros. community.
Social/Online, Business/Marketing, Video, Vault

Video: How designers and programmers can work better, together  
by Staff [06.12.17]
At GDC 2014, former Blizzard dev Brian Schwab took the stage to offer practical advice on how designers and coders can work together more effectively.
Console/PC, Indie, Programming, Design, Video, Vault

Video: Street Fighter V and the impact of art design in fighting games  
by Staff [06.09.17]
At GDC 2017 Street Fighter V†art director Toshiyuki Kamei spoke at length about Capcom's approach to art directing fighting games -- and how fighting games are, in turn, shaped by their art style.
Console/PC, Art, Design, Video, Vault

Video: Building game mechanics to elevate narrative in Oxenfree  
by Staff [06.08.17]
At GDC 2017, Night Dive cofounder Sean Krankel delves deep into the design decisions the Oxenfree team made in the course of making a supernatural teen thriller about exploration and communication.
Console/PC, Indie, Design, Video, Vault

Video: Sid Meier and Bruce Shelley's postmortem of Civilization  
by Staff [06.07.17]
Game industry luminaries Sid Meier and Bruce Shelley take the stage at GDC 2017 to present a Classic Game Postmortem on Sid Meier's Civilization and share their stories of making an enduring classic.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, History, Video, Vault

Video: The value of taking a narrative approach to level design 1
by Staff [06.06.17]
At GDC 2017 game designer Jolie Menzel shared some advice on how storytelling techniques can be applied to level design, drawing on her experience making games at Ubisoft and, before that, Telltale.
Console/PC, Indie, Design, Video, Vault

Video: A game dev guide to managing conflict on small teams  
by Staff [06.05.17]
Finji cofounder and CEO Rebekah Saltsman takes the stage at GDC 2017 to share practical advice on how to handle conflict productively when you're working with a small team.
Console/PC, Social/Online, Indie, Production, Video, Vault

Video: Doing 2D game animation the Klei way  
by Staff [06.02.17]
At GDC 2017 two Klei staffers deliver an extensive talk about all aspects of how the studio does in-game character animation, from character design to polished symbol-based animation.
Indie, Art, Video, Vault

Video: Swipe Rite - Crafting Reigns' elegant game mechanics  
by Staff [06.01.17]
At GDC 2017, Nerial's Francois Alliot speaks to how bifurcation and wandering were essential to the code and the content of Reigns, aka "Tinder meets Game of Thrones", through its 6-month production.
Smartphone/Tablet, Design, Video, Vault

Video: Practical procedural generation for everyone  
by Staff [05.31.17]
At GDC 2017 Tracery creator Kate Compton shares advice on how even proc-gen novices can build an algorithm powerful enough to make good stuff, yet flexible enough to adapt to your evolving dev needs.
Console/PC, Indie, Production, Video, Vault