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September 21, 2018
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Updates » Vault
Video: Devs deconstruct their own outdated advice for indies  
by Staff [04.10.17]
At GDC 2017, a handful of notable indie game developers (including Lisa Brown, Dan Cook, and Rami Ismail) bravely take the stage and explain why they were wrong; everything is different now.
Indie, Design, Production, Business/Marketing, Video, Vault

Video: Naughty Dog's guide to the future of game art production 3
by Staff [04.07.17]
Photogrammetry. Neural networks. VR/AR. Naughty Dog lead technical artist Andrew Maximov speaks at GDC 2017 about what a video game art production pipeline will likely look like 10 years from now.
Console/PC, Art, Production, Video, Vault

Video: New Vegas and the art of designing better conversations in games  
by Staff [04.06.17]
At GDC 2012 longtime game designer and Obsidian game director Josh Sawyer dissects a decade of dialogue tree evolution in games -- and what game devs can do to go beyond them to make better games.
Console/PC, Design, Video, Vault

Video: Owlchemy Labs' game dev postmortem of Job Simulator  
by Staff [04.05.17]
In their GDC 2017 postmortem talk, Owlchemy Labs' Alexander Schwartz & Devin Reimer spoke frankly about the challenges of building, sharing, shipping, & sustaining Job Simulator on multiple platforms
VR, Production, Video, Vault

Video: Naughty Dog's guide to cinematography for game artists  
by Staff [04.04.17]
At GDC 2015, Naughty Dog art director Robh Ruppel speaks to how art informs photography, and how changes in film equipment and lighting have drastically changed the look of concept art in games.
Console/PC, Art, Video, Vault

Video: Epic's guide to keeping players engaged via emotional game design  
by Staff [04.03.17]
At GDC 2017's UX Summit, Epic's Jim Brown hops onstage to expound on the basic emotions that drive everyone -- and how you can design your game to effectively evoke those emotions in your players.
Console/PC, Design, Video, Vault

Video: The last game I make before I die: A Crashlands postmortem  
by Staff [03.31.17]
Butterscotch Shenanigans' Sam Coster speaks at GDC 2017 about the making of the studio's hit game Crashlands, which was made after he faced his mortality in the wake of a serious cancer diagnosis.
Indie, Design, Production, Video, Vault

Video: How Supercell balances cards in Clash Royale  
by Staff [03.30.17]
At GDC 2017 Stefan Engblom, a game designer on Clash Royale, spoke to the interesting challenges Supercell faces in balancing cards in the popular free-to-play mobile game.
Smartphone/Tablet, Design, Video, Vault

Video: The decade-long evolution of Owlboy's striking art style 1
by Staff [03.28.17]
At GDC 2017, D-Pad's Jo-Remi Madsen & Simon Stafsnes Andersen speak about how their vibrant 2016 game Owlboy was designed to look like it was 10 years' worth of work, rather than 10 years out of date.
Indie, Art, Video, Vault

Video: The dos and don'ts of game dev workplace design 2
by Staff [03.27.17]
At GDC 2015, game dev (and former architectural historian) Demetri Detsaridis examines why devs should think deeply about their workspace, and how they can improve it in order to improve their games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Video, Vault

Video: How Pokemon Go was designed to be playable in public  
by Staff [03.24.17]
At GDC 2017, Niantic's Dennis Hwang hopped onstage to showcase how Pokemon Go was designed to be intuitive and safe to play in public -- and what other devs can learn from the process.
Social/Online, Art, Design, Video, Vault

Video: How Respawn evolved the Titan combat in Titanfall 2  
by Staff [03.23.17]
At GDC 2017, Respawn game designer Carlos Pineda speaks about how the studio balanced Titans in the game so that Titanfall 2 combat is satisfying -- whether players are fighting in robots or on foot.
Console/PC, Social/Online, Design, Video, Vault

Video: Nioh director reflects on the game dev impact of player feedback  
by Staff [03.22.17]
At GDC 2017, game director Fumihiko Yasuda spoke at length about how the game's design was impacted by Team Ninja's decision to open the game up to player feedback via multiple pre-release demos.
Console/PC, Production, Video, Vault

Video: From indie to Fable and back -- 30 years of game dev 'wisdom'  
by Staff [03.21.17]
At GDC 2017's Independent Games Summit, veteran developer Dene Carter shared a few of the many lessons he'd learned in 30 years of making games, from Druid to Fable to Spellrazor.
Console/PC, Indie, Design, Production, Video, Vault

Video: Full Throttle composer shares lessons to learn from 'classic' game music  
by Staff [03.20.17]
At GDC 2015, veteran game composer Peter McConnell (Monkey Island 2, Grim Fandango) took the stage to reflect on the lessons he'd learned from composing classic game soundtracks in the '90s.
Console/PC, Audio, Video, Vault

Video: Defining and evolving the art direction of Overwatch  
by Staff [03.17.17]
At GDC 2017 Overwatch art director Bill Petras & assistant art director Arnold Tsang share insight into the origins of the game's charming art style, and how they design its characters/environments.
Console/PC, Art, Video, Vault

Video: A primer on designing better cameras for games  
by Staff [03.16.17]
At GDC 2017, Robotoki's Simon Unger tries to help fellow game makers design better game cameras by offering an abbreviated primer on actual cameras and composition techniques.
Console/PC, Indie, Art, Video, Vault

Video: A postmortem look at the making of The Oregon Trail  
by Staff [03.15.17]
At GDC 2017, The Oregon Trail co-creator Don Rawitsch sets off on a journey to explore the development of the classic educational game that took the world by storm.
Console/PC, Design, Video, Vault

Video: How Prompto's selfie-snapping AI works in Final Fantasy XV  
by Staff [03.14.17]
At GDC 2017, Square Enix designer Prasert "Sun" Prasertvithyakarn delivers an ebullient presentation about how Final Fantasy XV's AI-driven photo system works.
Console/PC, Programming, Design, Video, Vault, GDC

GDC 2017 talks are now available to watch via the GDC Vault!  
by Staff [03.14.17]
Game Developers Conference organizers are pleased to announce that the many talks and presentations delivered by game industry notables at GDC 2017 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC