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July 3, 2015
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Updates » Vault
Video: How Other Ocean made #IDARB (and you can too!)  
by Staff [07.02.15]
As part of the GDC 2015 Game Career Seminar's 'Micromortems' session, Other Ocean's Mike Mika and Frank Cifaldi playfully break down the design process of their hit multiplayer game #IDARB.
Console/PC, Indie, Programming, Art, Design, Production, Video, Vault

Video: A design retrospective of Civilization: Beyond Earth  
by Staff [07.01.15]
Civlization: Beyond Earth leads David McDonough and Will Miller reveal how they took evolved the perennially popular civilization-building game for humanity's possible future on an alien planet.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: How Disney designs VR experiences for themeparks  
by Staff [06.30.15]
Walt Disney Imagineering was one of the original VR pioneers in the late 1980s, and at GDC 2015 Imagineer Bei Yang shared lessons learned from 20 years of crafting VR experiences.
Console/PC, Social/Online, Design, Production, Video, Vault

Video: The physics of proper pole control in Super Pole Riders 1
by Staff [06.29.15]
At GDC 2015, Bennett Foddy talks about the problems he faced in designing the physics of the pole-vaulting and ball-kicking mechanics in his fiendish multiplayer game Super Pole Riders.
Console/PC, Indie, Design, Video, Vault

Video: How Bungie built the technology to render Destiny 1
by Staff [06.26.15]
At GDC 2015, Bungie's Natalya Tatarchuk cracks open the renderer Bungie developed for its striking, open-world cross-platform shooter Destiny to show fellow developers how it works.
Console/PC, Programming, Art, Video, Vault

Video: An art direction autopsy of Firaxis' XCOM: Enemy Unknown  
by Staff [06.25.15]
At GDC 2013, XCOM: Enemy Unknown art director Greg Foertsch digs into the art design process of doing a big-budget remake of a seminal title like the original X-COM: UFO Defense.
Console/PC, Art, Video, Vault

Video: Dealing with feedback while making deeply personal games  
by Staff [06.23.15]
Developer Nina Freeman takes the stage at GDC 2015 to talk about making 'personal' games like How Do You Do It? -- and how to handle player feedback on these highly personal experiences.
Indie, Design, Video, Vault

Video: Reimagining a classic game as Bennett Foddy's Speed Chess  
by Staff [06.17.15]
Game designer Bennett Foddy (QWOP, GIRP) tries to reshape the game of kings to be more to his liking at GDC 2014. "On your mark, get set...CHESS!"
Video, Vault

Video: Deconstructing the animation of Ori and the Blind Forest  
by Staff [06.16.15]
James Benson takes the stage at GDC 2015 to break down how he went about animating Moon Studios' Ori & The Blind Forest in a Ghibli-esque style with limited time, people and personal experience.
Indie, Art, Video, Vault

Video: Larian's lessons learned making Divinity: Original Sin 3
by Staff [06.12.15]
Studio founder Swen Vencke speaks to Larian's experience of becoming an independent, self-publishing company after 15 years of working with publishers in this Divinity: Original Sin postmortem.
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

Video: What it takes to be an indie developer and a mom 2
by Staff [06.11.15]
During the Indie Soapbox panel at GDC 2015, Finji's Bekah Saltsman speaks about the tough challenges that come with pursuing a career in indie game development as a mom -- and how she's tackled them.
Indie, Production, Video, Vault

Video: Deconstructing the successful design of Crossy Road  
by Staff [06.09.15]
At GDC 2015, Crossy Road devs Andy Sum and Matt Hall offer deep insight into their game's production and how the viral hit was developed in just 12 weeks as an experiment in free-to-play game design.
Smartphone/Tablet, Design, Production, Business/Marketing, Video, Vault

Video: How to make your game just completely hilarious 1
by Staff [06.08.15]
Stanley Parable co-creator William Pugh takes the stage at GDC 2015 to deliver a talk on humor in games that's both amusing and remarkably adept at breaking down what it takes to make a comedy game.
Console/PC, Indie, Design, Video, Vault

Video: Blizzard's chief on how to rule the world (of Warcraft)  
by Staff [06.05.15]
In this rare (and newly-unearthed!) footage from GDC Austin 2007, Blizzard head Mike Morhaime speak to the company's philosophy and outlook in the years after the launch of its smash hit MMORPG.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Video: No one knows about your game -- here's what to do about it 3
by Staff [06.04.15]
At GDC 2013, veteran dev Chris Hecker takes a measured look at the complicated challenge of standing out in the game business -- even with something "highly anticipated" like his upcoming SpyParty.
Console/PC, Indie, Business/Marketing, Video, Vault

With Fallout 4 announced, check out how the first one was made  
by Staff [06.03.15]
Bethesda Softworks finally pulled the veil back on Fallout 4, coming to PlayStation 4, Xbox One, and PC. Here’s developer Tim Cain talking about creation of 1997's original Fallout.
Console/PC, Video, Vault, GDC

Video: The ordinary writing of Danganronpa's extraordinary story 1
by Staff [06.02.15]
Speaking at GDC 2015, Danganronpa series writer/director Kazutaka Kodaka explained the methods and explored the principles he uses to craft memorable game characters and stories.
Console/PC, Design, Video, Vault

Video: How Unity and tools like it can stifle your creativity 6
by Staff [06.01.15]
Developer Cliff "Cliffski" Harris takes to the Indie Soapbox at GDC 2015 to deliver a tongue-in-cheek tirade about how Unity and tools like it keep developers from achieving their peak potential.
Indie, Production, Video, Vault

Video: Designing cities for high-speed traversal in Sunset Overdrive  
by Staff [05.29.15]
At GDC 2015, Insomniac Games' Liz England deconstructs the design of Sunset Overdrive and the two scrapped cities that Insomniac built before arriving at the game's iconic Sunset City setting.
Console/PC, Design, Video, Vault

Video: What playing poker taught me about designing game AI  
by Staff [05.28.15]
At GDC 2015 Intrinsic Algorithm's Dave Mark shares a newfound love of poker, some of the logic required in playing the game, and how it relates to AI problems that developers face on a daily basis.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Video, Vault