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September 18, 2018
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Updates » Vault
Video: Animating Rain World and its many squishy, stretchy creatures  
by Staff [07.17.17]
At GDC 2016, Rain World animators Joar Jakobsson and James Therrien hop onstage to present a detailed breakdown the animation process behind the visually arresting indie game.
Indie, Art, Video, Vault

Video: 6 ways of using AI in procedural content generation for games  
by Staff [07.14.17]
at GDC 2017, devs Tyler Coleman, Zach Aikman, Tanya Short, Tarn Adams, Mitu Khandaker-Kokoris, and Luiz Krue share their own tricks for leveraging the power of AI in procedural generation for games.
Console/PC, Indie, Programming, Production, Video, Vault

Video: How Halo 4 achieved high-quality assets without sacrificing performance 1
by Staff [07.13.17]
At GDC 2014 Halo 4 dev Wes Grandmont III hops onstage to share valuable, practical advice on how you can squeeze the most beautiful, high-res assets into your game without sacrificing performance.
Console/PC, Art, Production, Video, Vault

Video: Lessons learned from citizen science efforts in EVE Online  
by Staff [07.12.17]
At GDC 2017, MMOS' Attila Szantner and CCP's Bergur Finnbogason spoke at length about how they worked to integrate real science research into EVE Online as a seamless, productive experience.
Social/Online, Video, Vault

Video: Crafting the sound of No Man's Sky 1
by Staff [07.11.17]
At GDC 2017, sound designer Paul Weir breaks down how the game makes use of innovative audio tech, including a vocal modeling synthesizer plugin and a custom-built generative music system.
Indie, Audio, Video, Vault

Video: The Hitman Go design postmortem  
by Staff [07.10.17]
At GDC 2015, Hitman GO game director Daniel Lutz delivers a postmortem analysis of the game and its unorthodox design concept: a minimalistic strategy game with diorama-style set pieces.
Smartphone/Tablet, Design, Video, Vault

Video: Art directing the procedurally-generated dystopia of We Happy Few  
by Staff [07.07.17]
Compulsion Games' Whitney Clayton speaks at GDC 2017 about research, world building, and production challenges on We Happy Few, a game set in a procedurally-generated '60 dystopian drug paradise.
Indie, Art, Production, Video, Vault

Video: Lessons learned from designing tutorials for The Last Of Us  
by Staff [07.06.17]
At GDC 2014 game designer Elisabetta Silli shares her story (with some broadly applicable takeaways) about her experience joining Naughty Dog and contributing to The Last Of Us late in development.
Console/PC, Design, Video, Vault

Video: Designing your game to keep players engaged over time  
by Staff [06.30.17]
At GDC 2017 veteran game designer Chelsea Howe explains  typical patterns of human attention and engagement over time and shared concrete ways game devs can design for those phases.
Console/PC, Social/Online, Design, Video, Vault

Video: A postmortem look at the scoring of BioShock Infinite  
by Staff [06.29.17]
At GDC 2015, composer Gary Schyman shares an earnest postmortem of his work on BioShock Infinite, in the process offering fellow devs an inside look at the complexities of scoring a big-budget game.
Console/PC, Audio, Video, Vault

Video: 7 years in alpha -- A Thumper postmortem  
by Staff [06.28.17]
At GDC 2017, Thumper dev Marc Flury shows how he & fellow dev Brian Gibson shipped the game themselves thanks to strong art direction, constant experimentation, and commitment to simplicity.
Indie, Programming, Design, Production, Video, Vault

Video: Crafting epic, interactive music for Final Fantasy XV  
by Staff [06.27.17]
At GDC 2017 Square Enix audio programmer Sho Iwamoto takes the stage stage to explain how the Final Fantasy XV team designed a custom system to allow for interactive music that still sounds epic.
Console/PC, Audio, Video, Vault

Video: How procedural level design works in Eldritch  
by Staff [06.26.17]
Eldritch creator David Pittman speaks at GDC 2017 about procedural generation in games, how you make good use of it in terms of level design, and when you should (or shouldn't) use it at all.
Indie, Programming, Design, Video, Vault

Video: Understanding the nature (and future) of board game design  
by Staff [06.23.17]
Get fresh insight into game design by watching this GDC 2017 tabletop game "state of the industry" discussion with game designers Rob Daviau, Geoffrey Engelstein, and Eric Lang.
Console/PC, Design, Video, Vault

Video: A lawyer's guide to practical contract law for indie devs  
by Staff [06.21.17]
Games lawyer Chris Reid takes the stage at GDC 2017 to deliver a practical talk on contract law, breaking down everything indies should know about 5 common contracts in the game industry.
Indie, Business/Marketing, Video, Vault

Video: Smashing stereotypes to write better, richer games 6
by Staff [06.20.17]
At GDC 2017 game dev Shawn Alexander Allen lays out concrete examples of how games are often filled with homogeneous characters -- and howÊdevs can craft better games by breaking out of that mold.
Console/PC, Indie, Design, Video, Vault

Video: How to get the best performance out of voice actors  
by Staff [06.19.17]
At GDC 2014, expert DB Cooper shares advice gleaned from years as a voice actor & director -- including playful techniques for developing characters and tricks to help keep your voice actor on track.
Console/PC, Production, Video, Vault

Video: Building an RTS without guns -- Offworld Trading Company  
by Staff [06.16.17]
At GDC 2017, longtime strategy game dev Soren Johnson explained how he set out to do just that in Offworld Trading Company, an "economic RTS" that's more about macro-strategy than micro-management.
Console/PC, Indie, Design, Video, Vault

Video: Veteran game dev Chris Crawford's famous 'Dragon Speech' 1
by Staff [06.15.17]
Watch this seminal speech from the 1992 CGDC which sees Crawford charge out of the room (and out of the commercial game industry, really) in pursuit of the "dragon" of truth, beauty, and art in games.
Console/PC, Indie, Serious, Design, Video, Vault

Video: Deconstructing the psychology of rewards in game design 1
by Staff [06.14.17]
At GDC 2017, Epic Games' Ben Lewis-Evans dispels the "neuromyths" around dopamine and offers devs a deep dive into the psychology behind reward systems in game design.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault