Our Properties:
Gamasutra
GameCareerGuide
IndieGames
GDC Vault
GDC
IGF
SEARCH
GO
GAME JOBS
updates
Blogs
contractors
newsletter
store
SEARCH
GO
ALL
CONSOLE/PC
SMARTPHONE/TABLET
INDEPENDENT
VR/AR
SOCIAL/ONLINE
PROGRAMMING
ART
AUDIO
DESIGN
PRODUCTION
BIZ/MARKETING
Latest Jobs
View All
RSS
February 21, 2019
Industrial Toys @ EA
Lead Server Engineer
Insomniac Games
Outsourcing Manager
Sucker Punch Productions
Environment Artist
Sucker Punch Productions
Cinematic Animator
Sucker Punch Productions
Visual Effects (VFX) Artist
Wizards of the Coast
Sr Software Engineer
Latest Blogs
View All
Post
RSS
February 21, 2019
Assassin's Creed: The Illusion of Scale
Video Game Deep Cuts: A Romance Crackdown, Wu-Tang Style
Kliuless #23: Company Strategy & Ownership Model
What Is A Meta-Game?
[
1
]
How Does the Future of the Streamer-Developer Relationship Look?
[
4
]
Press Releases
February 21, 2019
Games Press
Assault Android Cactus+
Enhances and Explodes
onto...
Schell Games Unveils
Virtual Reality Sword...
S anator
— a dar
k fantasy game...
Baba Is You,
award-winning puzzle game
to be...
STORY-DRIVEN RPG LYN: THE
LIGHTBRINGER OPENS...
View All
RSS
About
Editor-In-Chief:
Kris Graft
Editor:
Alex Wawro
Contributors:
Chris Kerr
Alissa McAloon
Emma Kidwell
Bryant Francis
Katherine Cross
Advertising:
[email protected]
Contact Gamasutra
Report a Problem
Submit News
Comment Guidelines
Blogging Guidelines
How We Work
Download Media Kit
Gama Network
If you enjoy reading this site, you might also want to check out these UBM Tech sites:
Game Career Guide
Indie Games
Updates
Updates
» Vault
Video: How to build games that can be understood at a glance
 
by Staff
[05.03.18]
At GDC 2018 indie dev Zach Gage (
TypeShift, Really Bad Chess
) gave a great talk about how important it is to think about how people will encounter your game -- right from day one of development.
Console/PC
,
Indie
,
Art
,
Design
,
Video
,
Vault
Video: Fizzy Brushstrokes - Crafting the art of
Knights & Bikes
 
by Staff
[05.03.18]
At GDC 2018, Foam Sword's Rex Crowle shares exactly how he created the striking visual style at play in the studio's upcoming co-op action-adventure game
Knights & Bikes
.
Indie
,
Art
,
Video
,
Vault
Video: Pulling off portal locomotion in the VR game
Budget Cuts
1
by Staff
[04.27.18]
As part of VRDC @ GDC 2018 earlier this year, Neat Corp.'s Joachim Holmer gave an insightful talk about how the studio conceived of and implemented
Budget Cuts
' unique portal translocator.
VR
,
Design
,
Video
,
Vault
Video: Doing good user research at the end of game production
 
by Staff
[04.26.18]
At GDC 2015, Electronic Arts' Veronica Zammitto talks about what to do when you start testing early, and keep testing -- all the way through until the final leg of game production.
Console/PC
,
Smartphone/Tablet
,
Indie
,
Production
,
Video
,
Vault
Video: How good game design is like a magic trick
 
by Staff
[04.10.18]
At GDC 2018 game designer Jennifer Scheurle showcases some of her favorite examples of the ways games "trick" players, cherry-picking from the tricks and secrets she got from fellow devs.
Console/PC
,
Indie
,
Design
,
Video
,
Vault
Video: Yoko Taro and Platinum Games' postmortem of
Nier: Automata
 
by Staff
[04.03.18]
At GDC 2018,
Nier: Automata
director Yoko Taro and Platinum Games' Takahisa Taura took to the stage to talk a bit about how (and why) they worked together to design the game.
Console/PC
,
Design
,
Production
,
Video
,
Vault
Video: Tales of a video game drag queen - Making
Kitty Powers' Matchmaker
 
by Staff
[02.07.18]
At GDC 2015 Magic Notion's Richard Franke digs into how to make a funny, inclusive dating game as he charts the development of hilarious drag queen-hosted mobile dating sim
Kitty Powers' Matchmaker
.
Indie
,
Art
,
Design
,
Production
,
Business/Marketing
,
Video
,
Vault
Video:
Shenmue
director Yu Suzuki's classic GDC 2000 interview
 
by Staff
[01.08.18]
In this classic video,
Shenmue
director and designer Yu Suzuki appears onstage at GDC 2000 to talk frankly (with the help of an interpreter) about his unique approach to game design.
Console/PC
,
Design
,
Production
,
Video
,
Vault
Video: How multiplayer in
Halo: The Master Chief Collection
ran at 60 fps
 
by Emma Kidwell
[12.20.17]
In this GDC 2015 session, Lead technical artist at Certain Affinity Bryan Moss discusses how technical artists and animators achieved running
Halo: The Master Chief Collection
at 60 fps.
Social/Online
,
Design
,
Production
,
Video
,
Vault
Video: A level designer's guide to the art of making great puzzles
 
by Staff
[12.19.17]
At GDC 2017 Ubisoft's Jolie Menzel shares some tips and techniques you can use create and refine puzzles that will elevate the player's experience in your levels.
Console/PC
,
Indie
,
Design
,
Video
,
Vault
Video: A practical game dev guide for doing ethical playtesting
 
by Staff
[12.18.17]
At GDC 2017 Concrdia University's Mia Consalvo delivers a fascinating talk about the need for (and demands of) ethical playtesting standards in game development.
VR
,
Console/PC
,
Smartphone/Tablet
,
Indie
,
Production
,
Video
,
Vault
Video: Game dev lessons learned in making co-op board game Burgle Bros
 
by Staff
[12.15.17]
"Board games are software that run on people," says game designer Tim Fowers in his GDC 2017 Board Game Design Day talk about the design and development of his co-op heist board game Burgle Bros.
Indie
,
Design
,
Video
,
Vault
Video: Capy Games'
Super Time Force
and the paradox of time travel
 
by Emma Kidwell
[12.14.17]
In this 2014 GDC session Capy Games' technical director Kenneth Yeung discusses the game design difficulties of time manipulation in
Super Time Force
.
Indie
,
Design
,
Production
,
Video
,
Vault
Video: Visual designer Peter Chan shares how artists can revitalize their creativity
 
by Emma Kidwell
[12.12.17]
In this 2014 GDC session, visual designer Peter Chan discusses how artists of all skill levels can rediscover their creative drive even in the face of adversity.
Serious
,
Art
,
Video
,
Vault
Video: The making of
Little Inferno
 
by Emma Kidwell
[12.11.17]
In this 2014 GDC session, Tomorrow Corporation's Kyle Gray discusses the development process of
Little Inferno
.
Indie
,
Design
,
Production
,
Video
,
Vault
Video: Why real time-destruction is the core of
Rainbow Six: Siege
 
by Emma Kidwell
[12.08.17]
In this 2016 GDC session Ubisoft's Julien L'Heureux discusses the process of developing and implementing the destruction engine Realblast into
Rainbow Six: Siege
.
Console/PC
,
Design
,
Video
,
Vault
Video: Ride along as HBO looks back at the development of a Westworld VR installation
 
by Emma Kidwell
[12.07.17]
HBO's Colin Foran discusses the development of
WestWorld: A Delos Experience
, a room scale VR installation.
Console/PC
,
Design
,
Video
,
Vault
Video:
Skullgirls
animator Mariel Cartwright presents a live animation demo
 
by Emma Kidwell
[12.06.17]
Lead Animator at Lab Zero Mariel Cartwright presents a live 2D animation demo at GDC 2015 demonstrating how the fighting game
Skullgirls
was animated.
Indie
,
Art
,
Video
,
Vault
Video: Reliving the horror: Taking
Resident Evil 7
forward by looking back
 
by Emma Kidwell
[12.05.17]
Capcom's Koshi Nakanishi and Peter Fabiano speak at GDC 2017 to discuss the new direction and development cycle of
Resident Evil 7: Biohazard
.
Console/PC
,
Design
,
Production
,
Video
,
Vault
Video: A year's worth of lessons learned from growing a F2P mobile game
 
by Staff
[12.01.17]
N3twork's Ethan Levy speaks at GDC 2017 about the studio's success with its F2P mobile game
Legendary: Game of Heroes
, sharing the top 5 lessons its learned during 12+ months of steady growth.
Social/Online
,
Business/Marketing
,
Video
,
Vault
1
2
3
4
5
6
7
8
9
10
[
Next 10 > >
]