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September 23, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Video
Making Frostpunk grim without descending to dark comedy 9
by Bryant Francis [04.30.18]
The developers of Frostpunk drop by to discuss how to properly manage tone when making a game with explicit social commentary.
Console/PC, Design, Video

Video: Pulling off portal locomotion in the VR game Budget Cuts 1
by Staff [04.27.18]
As part of VRDC @ GDC 2018 earlier this year, Neat Corp.'s Joachim Holmer gave an insightful talk about how the studio conceived of and implemented Budget Cuts' unique portal translocator.
VR, Design, Video, Vault

Chat with the developers of Frostpunk at 12PM EDT  
by Bryant Francis [04.27.18]
We're talking to the minds behind Frostpunk and This War of Mine at 12PM EDT.
Console/PC, Design, Video

Video: Doing good user research at the end of game production  
by Staff [04.26.18]
At GDC 2015, Electronic Arts' Veronica Zammitto talks about what to do when you start testing early, and keep testing -- all the way through until the final leg of game production. 
Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

Take a look back at some of the early concepts for What Remains of Edith Finch  
by Alissa McAloon [04.26.18]
Giant Sparrow has released a trio of early design concepts for its game What Remains of Edith Finch or, as it was known during the early stages of development, The Nightmares of Edith Finch.
Console/PC, Design, Video

The Heartbeat Symposium: Exploring love, sex, and intimacy in games  
by Joel Couture [04.26.18]
The Blushbox Collective's Katie Stegs chats about The Heartbeat Symposium, a 3-day event that seeks to bring devs together to explore (through game jams and talks) intimacy, love, and sex in games.
Indie, Art, Design, Video

Video: Avoid mistakes when putting together a creative portfolio  
by Staff [04.25.18]
Art directors and lead artists from various studios give valuable advice on putting together a portfolio in this GDC 2018 Game Career Seminar session.
Console/PC, Indie, Art, Video

SpyParty's Chris Hecker shares lessons from his long dev cyle  
by Bryant Francis [04.25.18]
We sat down with SpyParty lead developer Chris Hecker to talk about what he's learned in the many, many years spent making this 1v1 online multiplayer game.
Console/PC, Design, Video

Join Gamasutra and Chris Hecker for a chat about SpyParty at 3PM EDT  
by Bryant Francis [04.25.18]
Watch us play some SpyParty while chatting with developer Chris Hecker today at 3PM EDT.
Console/PC, Design, Video

Social AR games are coming to Snapchat  
by Alissa McAloon [04.25.18]
Snapchat plans to introduce a number of AR games as interactive ‘lens’ camera overlays, starting later this week.
VR, Smartphone/Tablet, Video

Valiant Hearts dev is making another WWI game 'to not forget, and to not repeat' 2
by Alex Wawro [04.25.18]
DigiXart cofounder Yoan Fanise chats with Gamasutra about the indie studio's new project, the World War I narrative game 11-11: Memories Untold, and how it's collaborating with Aardman Studios.
Indie, Design, Video

Video: The rocket science behind Rocket League's physics 1
by Staff [04.24.18]
Lead programmer at Psyonix Jared Cone discusses the rocket science behind Rocket League's physics.
Console/PC, Programming, Design, Video

Creating a fake OS that feels like home in Secret Little Haven  
by Joel Couture [04.24.18]
Secret Little Haven developer Victoria Dominowski chats about how she designed the fake, Mac OS 9-inspired operating system of her game, and why it was important to make it feel safe and welcoming.
Indie, Design, Video

Video: Exploring modular AI  
by Staff [04.23.18]
In this 2016 GDC session, programmers Kevin Dill, Christopher Dragert and Troy Humphreys discuss the concept of modular AI using examples from shipped titles.
Console/PC, Programming, Video

The animation and game design details that make Iconoclasts sing  
by Bryant Francis [04.23.18]
Iconoclasts creator Joakim Sandberg shares some helpful thoughts on game animation, boss design, and functional weapon cones in side-scrolling games.
Console/PC, Indie, Art, Design, Video

The challenge of making BattleTech's first two hours matter  
by Bryant Francis [04.20.18]
Two of BattleTech's lead developers tell us about introducing players to complicated game systems while trying to make their first 2 hours as memorable as possible.
Console/PC, Design, Video

Video: The qualities that make for a good producer  
by Staff [04.20.18]
In this 2016 GDC session, Gearbox Software's Aaron Thibault discusses the qualities that make for a good producer.
Console/PC, Production, Video

The infamous FMV game Night Trap is headed to the Nintendo Switch after all  
by Alissa McAloon [04.20.18]
Courtesy of Limited Run Games, the once-controversial FMV game is launching on the Switch nearly 25 years after Nintendo’s then-SVP said it’d never appear on any of its platforms.
Console/PC, Indie, Video

Learn the secrets behind reviving BattleTech today at 4PM EDT  
by Bryant Francis [04.20.18]
We're talking to two of the lead developers behind the new BattleTech at 4PM EDT. Come ask your questions!
Console/PC, Design, Video

Video: Alternative ways to approach concept art 1
by Staff [04.19.18]
In this 2015 GDC session, One Pixel Brush's Shaddy Safadi explains how AAA games need not only concept artists, but concept designers.
Console/PC, Art, Video