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November 20, 2018
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Updates » Vault
Video: Writing NPCs with agency, for 80 Days and beyond  
by Staff [09.11.17]
At GDC 2016, writer and narrative designer Meg Jayanth (80 Days, Samsara) shares some best practices for writing three-dimensional, engaging NPCs that breathe life into your game narratives.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Running a post-apocalyptic indie studio  
by Staff [09.08.17]
At GDC 2017 Robert Zubek and Matthew Viglione tackled the question through the lens of their time running their own indie studio: Project Highrise and 1849 developer SomaSim.
Indie, Production, Business/Marketing, Video, Vault

Video: A game dev guide to fostering a positive community  
by Staff [09.07.17]
During the GDC 2017 Community Management Summit, Uken Games' Nick van Vugt offers tips on how to best work together with your community to combat negativity and keep players engaged and enthusiastic.
Social/Online, Business/Marketing, Video, Vault

Video: A game dev guide to rapid prototyping for fun and profit  
by Staff [09.06.17]
At GDC 2017 game dev Mark Barrett lays out the value of rapid prototyping, showcasing how devs with limited coding, design, or artistic skills can create testable game prototypes in 30 days or less.
Indie, Design, Video, Vault

Video: Designing Mafia III's system-driven dialogue  
by Staff [09.05.17]
At GDC 2017, Hangar 13's Remy Boicherot outlines key principles used for the relationship system with crime lieutenants, persistent characters, radio news and shows that breathe life into Mafia III.
Console/PC, Programming, Design, Video, Vault

Video: Building an indie MMO game with 70 million players  
by Staff [09.01.17]
At GDC 2017 Transformice co-creator Melanie Christin walks attendees through the 6-year journey of scaling an indie game prototype (done in 3 weeks) into a 70M-player MMO game.
Indie, Programming, Design, Video, Vault

Video: Will Wright's classic 2001 keynote on game design inspirations 1
by Staff [08.24.17]
"You can't wait for inspiration; you have to go after it with a club," said Wright, reciting a famous quote from author Jack London in his lost to the Internet (until now!) 2001 GDC design keynote. 
Console/PC, Indie, Design, Video, Vault

Video: An XCOM art director's guide to the art of pre-production  
by Staff [08.23.17]
Firaxis vet and XCOM 1 & 2 art director Greg Foertsch speaks at GDC 2017 about the art of pre-production, and how fellow devs can prepare for their next game to minimize problems down the line.
Console/PC, Art, Production, Video, Vault

Video: Making the music of Doom 1
by Staff [08.22.17]
At GDC 2017 composer Mick Gordon offers up a behind-the-scenes look at the compositional process, production techniques and creative philosophies that went into scoring the game.
Console/PC, Audio, Video, Vault

Video: Indie dev tips on picking projects, or, 'pro strats for pre-pre-production'  
by Staff [08.17.17]
Finji Games cofounder Adam Saltsman takes the stage at GDC 2016 to give a talk about how to decide what game you should be making before you start.
Indie, Production, Business/Marketing, Video, Vault

Video: Making better games through neuroscience-- and good UX  
by Staff [08.16.17]
Epic Games' Celia Hodent takes the stage at GDC 2015 to talk about how game designers can leverage neuroscience to design better games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Inside the process (and philosophy) of animating Cuphead  
by Staff [08.15.17]
At GDC 2017, StudioMDHR's Jake Clark (an animator and designer on the game) took the stage to break down how Cuphead's vibrant visuals are created, as well as the studio's philosophy of design.
Indie, Art, Production, Video, Vault

Video: Making exploration rewarding in Deus Ex: Mankind Divided  
by Staff [08.14.17]
Eidos Montreal's Clemence Maurer speaks at GDC 2017 about how Deus Ex: Mankind Divided's hub city of Prague was thoughtfully laid out to reward players for exploring its nooks and crannies.
Console/PC, Design, Video, Vault

Video: How Naughty Dog gets realistic performances out of animated characters  
by Staff [08.11.17]
At GDC 2017 Naughty Dog's Ryan James gets into the "chewy" details of how Naughty Dog designs, captures, and implements character narratives and performances in games like Uncharted 4.
Console/PC, Art, Design, Video, Vault

Video: Jesse Schell's guide to great game studio management 1
by Staff [08.10.17]
Schell Games chief Jesse Schell takes to the stage at GDC 2015 to deliver a frank breakdown of what's involved with being a great manager in games, sharing six actionable bits of advice in the process.
Console/PC, Indie, Production, Business/Marketing, Video, Vault

Video: How continuous world generation works in No Man's Sky  
by Staff [08.09.17]
at GDC 2017 Hello Games' Innes McKendrick explains how the game works, focusing on techniques used to generate planets and the supporting structures allowing this to happen continuously in real-time.
Indie, Programming, Production, Video, Vault

Video: Producing cinematic dialogue for The Witcher 3: Wild Hunt 1
by Staff [08.08.17]
At GDC 2016 CDPR's Piotr Tomsinski takes the stage to break down how the studio designed and implemented dialogue in its non-linear open-world RPG The Witcher 3: Wild Hunt.
Console/PC, Design, Production, Video, Vault

Video: The rise and fall of Flash games -- A postmortem 1
by Staff [08.07.17]
With Flash on the way out, Kongregate's John Cooney takes the stage at GDC 2017 to deliver a postmortem of Flash games and the Flash game dev community in general.
Social/Online, Indie, Design, Business/Marketing, Video, Vault

Video: Lessons learned from making a multiplayer VR game engine
by Staff [08.04.17]
At GDC 2017 Unity's Liz Mercuri showcases how she used new VR tools and tech to build her own engine: the Horror Engine, a multiplayer VR game engine created entirely from C++ libraries.
VR, Programming, Production, Video, Vault

Video: Peter Molyneux walks through the making of Black & White  
by Staff [08.03.17]
Looking back at this GDC 2000 keynote from Molyneux offers insight into how games were made & talked about at the turn of the millennium, as well as perspective on how the game industry has grown.
Console/PC, Design, Production, Video, Vault