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November 27, 2015
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November 27, 2015
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Updates » Video
Video: How to become fireproof - Surviving internet negativity 1
by Staff [11.25.15]
Harper has braved YouTube comments and forum posts for years, and using logic and empathy, this GDC 2014 talk helps you craft mental armor that can resist flames and save money on therapy bills.
Console/PC, Indie, Business/Marketing, Video

Video: League of Legends - Building an eSport 1
by Staff [11.24.15]
How do you design a game to be competitively rigorous, strategically diverse, skill-based, entertaining to play, and exciting to watch? Riot's Ryan Scott and Frank Lantz discuss nurturing League of Legends into an eSport.
Console/PC, Design, Business/Marketing, Video

Watch Oculus Connect 2 talks, including this one on the company's own demos  
by Christian Nutt [11.19.15]
Oculus has posted a wide swath of presentations from its September developer event on YouTube -- offering a variety of lessons for VR developers in the process.
VR, Art, Design, Video

Video: Designing funny games is no joke, but it can be done  
by Staff [11.19.15]
Game developer Zoe Quinn takes to the stage at GDC 2015 to explore why making funny games is tricky business, and how devs can overcome the unique challenges of telling jokes through game mechanics.
Console/PC, Indie, Design, Video, Vault

Video: Creating the over-the-top enemies & AI of Sunset Overdrive  
by Staff [11.18.15]
At GDC 2015, Insomniac Games' Adam Noonchester deconstructs the enemy AI design of Sunset Overdrive and the two scrapped cities that Insomniac built before arriving at the game's iconic Sunset City setting.
Console/PC, Programming, Design, Video, Vault

CryEngine VR tech demo, Back to Dinosaur Island, now free on Steam  
by Chris Kerr [11.18.15]
Crysis developer Crytek has made its Back to Dinosaur Island virtual reality tech demo available for free on Steam.
VR, Video

Video: 50 common game camera mistakes -- and how to fix them 4
by Staff [11.17.15]
Thatgamecompany's John Nesky speaks passionately at GDC 2014 about the importance of good camera design in games, and what he learned about how to make a great camera in his time working on Journey.
Console/PC, Social/Online, Indie, Programming, Design, Video, Vault

Video: 4 questions to help you find the best theme for your game  
by Staff [11.16.15]
As part of the GDC 2013 Microtalks sessions, Plants vs. Zombies creator George Fan hopped up on stage to quickly run down four questions he'd created to help clarify the themes of his games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Video: Animators deconstruct why women aren't too hard to animate 4
by Staff [11.12.15]
At GDC 2015 experts gather to cheerfully debunk the specific misconception that women characters are "too hard to animate" or too expensive to include in games alongside male counterparts.
Console/PC, Indie, Art, Video, Vault

Ubisoft to invest $8 million through new CODEX education initiative 4
by Chris Kerr [11.12.15]
Ubisoft Montreal has unveiled the CODEX program, a new funding initiative that will see the studio invest more than $8 million to help teach the next generation about video game development.
Console/PC, Indie, Programming, Business/Marketing, Video

An indie-style experiment at a AAA studio: Insomniac's Slow Down, Bull  
by Lisa Brown [11.12.15]
This postmortem, written by current indie and former triple-A dev Lisa Brown tells the story of the development of Insomniac's Slow Down, Bull -- an indie-style small game made by a big, well-known developer.
Console/PC, Design, Production, Business/Marketing, Video

Shadow Complex dev teams up with J.J. Abrams to make a spy game 1
by Alex Wawro [11.11.15]
Film director J.J. Abrams and his company Bad Robot are evidently working with Epic's Chair Entertainment, makers of Shadow Complex & the Infinity Blade games, to develop an espionage game: Spyjinx.
Smartphone/Tablet, Business/Marketing, Video

Fright Lessons: Creating a nemesis in The Coma: Cutting Class  
by Joel Couture [11.11.15]
'I put my biggest fear into the game. I'm not scared of ghosts or fictional creatures. I'm frightened by my fellow humans. They're the scariest creatures alive.'
Indie, Design, Production, Video

Unity chasing photorealism with new reflection tech 1
by Chris Kerr [11.11.15]
Unity has released a tech demo to show of its impressive new screen-space raytraced reflection (SSRR) tech, which was previously shown at Unite earlier this year.
Console/PC, Design, Production, Video

Video: Writers are critical to AAA game dev -- just not in the way you think 2
by Staff [11.10.15]
"Big-budget action video game are not, and never will be, a writer's medium," said Tom Bissell at GDC 2013, before going on to explore exactly how writers can best serve a big-budget game dev team.
Console/PC, Design, Video, Vault

Sublevel Zero creators on the perils and rewards of procedural generation 6
by Chris Kerr [11.10.15]
'With traditional level design you can hide things, and use smoke and mirrors to make levels look good. But with procedural generation, you can't fake that.'
Console/PC, Indie, Programming, Design, Video

Video: How to design the best camera for your side-scrolling game  
by Staff [11.09.15]
At GDC 2015 Mushroom 11 creator Itay Keren explores the theory and science of designing great camera systems for side-scrolling games, and how you can apply it to your own projects.
Console/PC, Indie, Design, Video, Vault

How Cibele taught me to love existential sex crises 1
by Katherine Cross [11.09.15]
Nina Freeman's Cibele autobiographical game about finding romance in an MMO is a rare glimpse of what a mature portrayal of sex could look like in games.
Console/PC, Indie, Design, Video

Playing with optical illusions in Anamorphosis 1
by Lena LeRay [11.05.15]
Lucien Chen's interesting indie puzzler is all about finding the right vantage point so that hidden images become clear.
Console/PC, Indie, Design, Production, Video

Video: Designing a puzzle game to be played with non-human senses  
by Staff [11.03.15]
At GDC Europe 2015 indie game maker Ivan Notaros shares what he learned in making Scanner, a unique puzzle game that replaces the player's natural vision with a photo-based "poor man's 3D scanner."
Indie, Design, Video