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February 26, 2017
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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

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: 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