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Updates » Vault
Video: Composing the music and sound of Hyper Light Drifter  
by Staff [05.16.17]
At GDC 2017, audio wizards Akash Thakkar and Rich Vreeland (aka Disasterpeace) opened up about how they found the right soundscape for Hyper Light over the course of 3 years and countless revisions.
Indie, Audio, Video, Vault

Video: Building Beauclair for The Witcher 3's Blood and Wine DLC  
by Staff [05.15.17]
At GDC 2017 CD Projekt Red's Kacper Niepokolczycki breaks down the process of creating the digital city of Beauclair, capital city of The Witcher 3: Wild Hunt's Blood & Wine DLC.
Console/PC, Art, Design, Video, Vault

Video: Breaking down procedural narrative generation  
by Staff [05.12.17]
At GDC 2017, NC State researchers Chris Martens and Rogelia Cardona-Rivera took a look at the tools game dev can use to balance structure and spontaneity and create unique, procedural narratives.
Design, Video, Vault

Video: What AR/VR game devs can (and should) learn from MMOs  
by Staff [05.10.17]
At GDC 2017, veteran online game designer Raph Koster gives an intriguing talk about what lessons (social, ethical, and design) AR and VR game makers can learn from studying MMO games.
VR, Social/Online, Smartphone/Tablet, Design, Video, Vault

Video: A classic game postmortem for Yoot Saito's Seaman  
by Staff [05.09.17]
At GDC 2017, Yutaka "Yoot" Saito spoke at length about his work creating Seaman, a game that left an indelible mark on the fabric of both the game industry and pop culture at large.
Console/PC, Video, Vault

Video: Style through economy -- a game dev guide to low-poly modeling  
by Staff [05.03.17]
Low-poly 3D is more than just a time-saver: At GDC 2017, game developer and artist Ethan Redd shares tips and advice on crafting a visually striking low-poly game.
Console/PC, Indie, Art, Video, Vault

Video: Raw Data devs share lessons learned from Early Access  
by Staff [05.02.17]
At GDC 2017, Survios' Chris Hewish and Mike McTyre take the stage and break down the technological and artistic challenges they faced during development of the popular VR shooter Raw Data.
VR, Production, Business/Marketing, Video, Vault

Video: Game design lessons you can learn from studying escape rooms 1
by Staff [05.01.17]
At GDC 2017, experienced escape room designer Laura E. Hall reveals design fundamentals and structures necessary for creating immersive real-world experiences like escape rooms or immersive theater.
VR, Console/PC, Indie, Design, Video, Vault

Video: Conveying character via first-person animations in Overwatch  
by Staff [04.28.17]
At GDC 2017 Blizzard's Matthew Boehm breaks down how to convey a sense of character in a first-person game. It comes down to answering tricky questions like: How would McCree reload a revolver?
Console/PC, Social/Online, Art, Video, Vault

Video: Rendering the striking visuals of Capybara's Below  
by Staff [04.26.17]
Capybara Games' Colin Weick speaks at GDC 2017 about the techniques used to achieve high visual fidelity in the context of the simplified yet dense aesthetic of the studio's upcoming roguelike Below.
Indie, Art, Design, Video, Vault

Video: Lessons learned in making Madden more visually accessible  
by Staff [04.25.17]
At GDC 2017, EA's Karen Stevens explains how the Madden dev team had come up with some novel solutions to make the game more visually accessible -- in many cases without modifying in-game assets.
Console/PC, Art, Design, Video, Vault

Video: Game localization shenanigans in the Chinese-speaking world  
by Staff [04.24.17]
At GDC 2017, IGDShare organizer and experienced localizer Jung-Sheng Lin tries to help devs avoid calamity by running down some of the potential pitfalls of localizing for the Chinese-speaking world.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Video: Put a face on it! The aesthetics of cuteness in game design  
by Staff [04.21.17]
What's cute, and why should you care? Game dev Jenny Jiao Hsia (Beglitched) answers both those questions in a talk at GDC 2017 about the aesthetics of cuteness, and how they make games better.
Console/PC, Smartphone/Tablet, Indie, Art, Video, Vault

Video: A postmortem look at the making of Spelunky HD  
by Staff [04.20.17]
At GDC 2011, Derek Yu and programmer Andy Hull talk about the process of revamping Spelunky for consoles, in the process shedding some light on how the procedurally-generated game is built.
Indie, Art, Design, Production, Video, Vault

Video: Warren Spector's postmortem of Deus Ex  
by Staff [04.19.17]
At GDC 2017 game dev veteran Warren Spector delivers a postmortem talk on Deus Ex, Ion Storm's seminal immersive sim, and reflects on what he learned from the experience of making it.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Video: Lessons learned retrofitting Evolve for accessibility  
by Staff [04.18.17]
At GDC 2017, Gaikai's Tara Voelker breaks down what Turtle Rock learned when it took steps to make the asymmetrical multiplayer shooter more accessible to more players post-launch.
Console/PC, Social/Online, Design, Video, Vault

Video: Building the worlds of No Man's Sky using math(s) 1
by Staff [04.17.17]
At GDC 2017, Hello Games' Sean Murray deconstructs some of the most important technologies (and interesting challenges) behind generating realistic and alien terrains in No Man's Sky using math.
Indie, Programming, Design, Video, Vault

Video: How Riot balances League of Legends for all skill levels  
by Staff [04.14.17]
At GDC 2017, Riot's Greg Street shares what the League of Legends maker has learned about game balancing from trying to keep the game engaging for players of all skill levels.
Social/Online, Design, Video, Vault

Video: Designing the non-linear narratives in Horizon: Zero Dawn  
by Staff [04.13.17]
At GDC 2017, Guerrilla Games' Leszek Szczepanski (a former pro Dungeon Master) explains how the studio crafted an engaging, player-driven narrative for its 2017 hit Horizon: Zero Dawn.
Console/PC, Design, Video, Vault

Video: Storytelling is a team sport! A guide to game dev collaboration 1
by Staff [04.11.17]
At GDC 2017, Eidos Montreal's Rayna Anderson and Insomniac Games' Ryan Benno explain how to pinpoint problem areas between dev departments in advance -- before your team has a crisis of collaboration.
VR, Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault