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July 28, 2015
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July 28, 2015
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Updates » Video
Video: How Other Ocean made #IDARB (and you can too!)  
by Staff [07.02.15]
As part of the GDC 2015 Game Career Seminar's 'Micromortems' session, Other Ocean's Mike Mika and Frank Cifaldi playfully break down the design process of their hit multiplayer game #IDARB.
Console/PC, Indie, Programming, Art, Design, Production, Video, Vault

Video: A design retrospective of Civilization: Beyond Earth  
by Staff [07.01.15]
Civlization: Beyond Earth leads David McDonough and Will Miller reveal how they took evolved the perennially popular civilization-building game for humanity's possible future on an alien planet.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Surrendering control and trusting in players with Her Story Exclusive 2
by Phill Cameron [07.01.15]
For Her Story developer Sam Barlow, surrendering his story to players was a mental hurdle he had to overcome as a writer. But it seems to have paid off.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive, Video

Video: How Disney designs VR experiences for themeparks  
by Staff [06.30.15]
Walt Disney Imagineering was one of the original VR pioneers in the late 1980s, and at GDC 2015 Imagineer Bei Yang shared lessons learned from 20 years of crafting VR experiences.
Console/PC, Social/Online, Design, Production, Video, Vault

How a Hellraiser tie-in became Super 3D Noah's Ark 4
by Gabe Durham [06.30.15]
This excerpt from Gabe Durham's terrific book on the game Bible Adventures lays out the backstory on one of the most unusual FPS games ever made.
Console/PC, Design, History, Video

Video: The physics of proper pole control in Super Pole Riders 1
by Staff [06.29.15]
At GDC 2015, Bennett Foddy talks about the problems he faced in designing the physics of the pole-vaulting and ball-kicking mechanics in his fiendish multiplayer game Super Pole Riders.
Console/PC, Indie, Design, Video, Vault

Video: How Bungie built the technology to render Destiny 1
by Staff [06.26.15]
At GDC 2015, Bungie's Natalya Tatarchuk cracks open the renderer Bungie developed for its striking, open-world cross-platform shooter Destiny to show fellow developers how it works.
Console/PC, Programming, Art, Video, Vault

Video: An art direction autopsy of Firaxis' XCOM: Enemy Unknown  
by Staff [06.25.15]
At GDC 2013, XCOM: Enemy Unknown art director Greg Foertsch digs into the art design process of doing a big-budget remake of a seminal title like the original X-COM: UFO Defense.
Console/PC, Art, Video, Vault

Watch Unity's Unite Europe 2015 keynote here 1
by Phill Cameron [06.24.15]
Unite Europe 2015's keynote is beginning, with Unity CEO John Riccitiello talking, to be followed by CTO Joachim Ante, technical director Lucas Meijer, and CEO of Colossal Order Mariina Hallikainen.
Console/PC, Smartphone/Tablet, Indie, Programming, Business/Marketing, Video

Video: Dealing with feedback while making deeply personal games  
by Staff [06.23.15]
Developer Nina Freeman takes the stage at GDC 2015 to talk about making 'personal' games like How Do You Do It? -- and how to handle player feedback on these highly personal experiences.
Indie, Design, Video, Vault

Edge of Nowhere a strong argument for third-person, gamepad games in VR 6
by Kris Graft [06.18.15]
At E3 2015, Insomniac Games, the studio behind games including Ratchet and Clank, Resistance, and Sunset Overdrive, showed off its first VR effort, the action adventure game Edge of Nowhere.
Console/PC, Design, Video, E3

Nintendo's 'Nindies' man updates us on how devs can work with Nintendo 1
by Christian Nutt [06.17.15]
Gamsutra speaks to Damon Baker, of Nintendo's licensing deparment, about the Humble Nindie Bundle, its Nindies@Home E3 promotion, its approach to devs, and an updated on Unity on 3DS.
Console/PC, Indie, Business/Marketing, Video, E3

Video: Reimagining a classic game as Bennett Foddy's Speed Chess  
by Staff [06.17.15]
Game designer Bennett Foddy (QWOP, GIRP) tries to reshape the game of kings to be more to his liking at GDC 2014. "On your mark, get set...CHESS!"
Video, Vault

Designing controls for a living piece of bread Exclusive 1
by Kris Graft [06.16.15]
Bossa Studios' Luke Williams explains how awkward, hilarious games like I Am Bread and Surgeon Simulator are designed not to frustrate players, but to try new things with game controls and concepts.
Indie, Design, Exclusive, Video, E3

Video: Deconstructing the animation of Ori and the Blind Forest  
by Staff [06.16.15]
James Benson takes the stage at GDC 2015 to break down how he went about animating Moon Studios' Ori & The Blind Forest in a Ghibli-esque style with limited time, people and personal experience.
Indie, Art, Video, Vault

See Nintendo's E3 2015 presentation right here at 9 AM Pacific  
by Staff [06.16.15]
Nintendo is once again giving up the opportunity to hold a live stage show at E3 this year in favor of a pre-recorded video broadcast outlining its 2015 strategy to the public; you can watch it here.
Console/PC, Business/Marketing, Video, E3

Ubisoft's new swordfighting game is a lesson in persistent pitching Exclusive 3
by Kris Graft [06.15.15]
For Ubisoft Montreal creative director Jason VandenBerghe, getting For Honor greenlit wasn’t a forgone conclusion. In fact, it was a concept more than 10 years (and multiple rejections) in the making.
Console/PC, Design, Production, Business/Marketing, Exclusive, Video, E3

Starbreeze is staffing up and launching its own VR headset: StarVR 2
by Alex Wawro [06.15.15]
The parent company of Payday 2 developer Starbreeze Studios, is making moves that will see it gain new staff, new IP, and a new virtual reality headset prototype known as Project StarVR.
Console/PC, Business/Marketing, Video, E3

Watch Microsoft's E3 conference right here at 9:30 AM Pacific  
by Phill Cameron [06.15.15]
Microsoft's Xbox E3 conference will begin today at 9:30 AM Pacific, and if you aren't in attendance you can livestream the event right here from the comfort of your browser.
Console/PC, Business/Marketing, Video, E3

Video: Larian's lessons learned making Divinity: Original Sin 3
by Staff [06.12.15]
Studio founder Swen Vencke speaks to Larian's experience of becoming an independent, self-publishing company after 15 years of working with publishers in this Divinity: Original Sin postmortem.
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault