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Updates » Video
The Semblance devs explain their platform-altering design process  
by Bryant Francis [07.06.18]
The developers behind Semblance sit down to share some insight on making smart puzzles and prickly platformers.
Console/PC, Design, Video

Chat with developers of Semblance at 3PM EDT  
by Bryant Francis [07.06.18]
We're talking to the South African dev team that cooked up Semblance starting at 3PM EDT.
Console/PC, Design, Video

Video: How to write modular characters for system-driven games  
by Staff [07.05.18]
Kitfox Games' Tanya X. Short goes over the ways that modular thinking can help storytelling through using examples from Moon Hunters and The Shrouded Isle.
Console/PC, Design, Video

Google reveals how DeepMind AI learned to play Quake III Arena like a pro  
by Alex Wawro [07.03.18]
A team of Google DeepMind researchers have trained AI agents to 'act independently, yet learn to interact and cooperate with other agents' by letting them play CTF in (what else?) Quake III Arena.
Social/Online, Programming, Video

Video: How looking at sales data can help devs understand Steam  
by Staff [07.03.18]
In this 2018 GDC session, No More Robots' Mike Rose helps developers get realistic about how well PC games are truly selling by using deep sales data and an understanding of the Steam Marketplace.
Video

Video: How visual novels cultivate a strong sense of narrative  
by Staff [07.02.18]
In this GDC 2013 session, Spike Chunsoft's Kotaro Uchikoshi discusses the definitions of the visual novel genre and how among other games, it has by far the strongest sense of narrative.
Console/PC, Design, Video

The designer of Six Ages & King of Dragon Pass on the power of systemic stories  
by Bryant Francis [06.29.18]
We talked to the lead designer of Six Ages and King of Dragon Pass about the unique form of systemic storytelling he's developed.
Console/PC, Design, Video

We're talking with Six Ages developer David Dunham at 3PM EDT  
by Bryant Francis [06.29.18]
Chat with the lead developer of Six Ages, the follow-up to iOS cult hit King of Dragon Pass, at 3PM EDT.
Console/PC, Design, Video

Niantic previews AR tech designed to create 'meaningful' interactions  
by Chris Kerr [06.29.18]
"Ideally, AR objects should be able to blend into our reality, seamlessly moving behind and around real world objects."
VR, Programming, Video

Video: How Severed blends 2D and 3D visuals  
by Staff [06.28.18]
In this GDC 2016 session, Drinkbox Studios' Augusto Quijano offers some insight into the visual design of the 2D/3D hybrid game Severed.
Console/PC, Art, Design, Video

Using VR audio to bring a sense of scale to pint-sized puzzler Moss  
by Chris Kerr [06.28.18]
"I adopted a mindset that I don’t know what the 'right way' is, and that predisposed me to thinking about problems with the game's needs and player experience over convention."
VR, Audio, Production, Video

Video: How West of Loathing became a game made out of jokes 1
by Staff [06.27.18]
In this GDC 2018 talk, Asymmetric's Zack Johnson, creative director of acclaimed slap-stick-figure cowboy RPG West of Loathing, discusses the team's approach to comedy in video games.
Indie, Design, Video

Video: How Insomniac reinvented the Ratchet & Clank franchise  
by Staff [06.26.18]
In this GDC 2018 talk, Ratchet & Clank veterans Brian Allgeier and TJ Fixman share their stories about the evolution of the franchise.
Console/PC, Design, Video

Nintendo brings Labo support to Mario Kart 8 Deluxe, with more games to come  
by Alissa McAloon [06.26.18]
Nintendo is merging its craftable cardboard Labo accessories with its existing titles by updating Mario Kart 8 Deluxe with support for the Toy-Con Motorbike from the Labo Variety Kit.
Console/PC, Video

Video: How the quests in Horizon Zero Dawn balanced action and RPG  
by Staff [06.25.18]
In this GDC 2018 session, Guerrilla Games' Blake Rebouche discusses what it was like developing quests for Horizon Zero Dawn.
Console/PC, Design, Video

Video: Procedurally generating history in Caves of Qud  
by Staff [06.22.18]
In this GDC 2018 talk, Freehold Games' Jason Grinblat goes over the approach he used to generate histories for Caves of Qud.
Console/PC, Design, Video

Valve's updated Knuckles VR controller brings pinpoint finger-tracking  
by Chris Kerr [06.22.18]
Valve has given us a look at the latest version of its SteamVR Knuckles motion controller, alongside a Portal-inspired 'Moondust' demo showing the tech in action. 
VR, Console/PC, Production, Video

Video: How Blizzard created the visual effects of Diablo III  
by Staff [06.21.18]
In this GDC 2013 session, Blizzard Entertainment's Julian Love discusses the implementation of visual effects in Blizzard's Diablo franchise.
Console/PC, Art, Video

Dev taps blockchain tech to make Pokemon playable on Twitch -- for a price 1
by Alex Wawro [06.20.18]
While the game itself isn't terribly fresh (it's basically Twitch Plays Pokemon, For A Price) it is intriguing to see a dev layering in cryptocurrency fees to play a live game on a per-action basis.
Social/Online, Business/Marketing, Video

Video: How EA manages source control for globally distributed games  
by Staff [06.20.18]
In this GDC talk, EA's Josh Nixdorf goes over his team's best practices for handling the source control and build and test automation challenges for globally distributed titles like FIFA.
Console/PC, Programming, Video