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September 25, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
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Updates » Video
Video: How Dream Daddy fostered player inclusivity  
by Staff [09.10.18]
In this GDC 2018 talk, Game Grumps' Tyler Hutchison discussses Dream Daddy, and how it managed to become something that made a whole lot of people from different backgrounds very happy.
Indie, Design, Video

Video: How developers can find and engage a great artist  
by Staff [09.07.18]
In this GDC 2018 session, Chickadee Games' Adam deGrandis covers the basic how's, what's, and why's of finding and engaging an artist that can help indie games shine.
Indie, Art, Video

Bad North's Richard Meredith talks about making good 'gamefeel'  
by Bryant Francis [09.07.18]
We talked to one of the lead developers behind Bad North talks about making good 'gamefeel' in simplified strategy games.
Console/PC, Programming, Design, Video

We're talking to Bad North's lead developer at 12PM EDT  
by Bryant Francis [09.07.18]
The lead developer of Bad North is taking your questions at 12PM EDT on the Gamasutra Twitch channel.
Console/PC, Design, Video

Video: How to design multiplayer games that will build friendships  
by Staff [09.05.18]
In this GDC 2018 session, Spry Fox's Daniel Cook explains how to keep human beings from being treated as interchangeable, disposable or abusable when designing multiplayer games.
Console/PC, Design, Video

Ben Esposito breaks down the personal process behind Donut County  
by Bryant Francis [09.05.18]
We sat down with Ben Esposito, lead developer on Donut County for a chat about making dense yet personal games.
Console/PC, Design, Video

Chat with the creator of Donut County at 2:30PM EDT  
by Bryant Francis [09.05.18]
We're talking to the mind behind Donut County starting at 2:30 PM EDT.
Console/PC, Design, Video

Video: How Supercell challenges traditional studio conventions  
by Staff [09.04.18]
In this GDC 2018 talk, Supercell's Ilkka Paananen shares his experience of building an unconventional organizational structure for Supercell.
Smartphone/Tablet, Production, Business/Marketing, Video

Looking back at the level design triumphs of Super Metroid 1
by Alissa McAloon [09.04.18]
Game Maker’s Toolkit has released a new video in its Boss Keys series that offers an in-depth look at a game that would later have an entire genre named at least partially named after it.
Console/PC, Design, Video

Video: thatgamecompany shares how devs can build cohesive teams  
by Staff [08.31.18]
thatgamecompany's Sunni Pavlovic offers insight on how to hire well for your game dev studio, explaining how you can retain top talent to build the kind of cohesive teams that make great games.
Indie, Production, Business/Marketing, Video

Video: How Paradox combines business strategy and game dev  
by Staff [08.30.18]
Paradox Interactive's Fredrik Wester explains how the developer/publisher selects, nurtures and launches its games, from Crusader Kings 2 to the Pillars of Eternity franchise.
Console/PC, Business/Marketing, Video

The Zachtronics devs discuss the essence of cyberpunk in Exapunks  
by Bryant Francis [08.29.18]
We talked to the lead developers of Exapunks to learn about the true essence of Cyberpunk game design.
Console/PC, Design, Video

Video: Overcoming AR design challenges with HoloLens  
by Staff [08.29.18]
In this GDC 2018 talk, AR designer Bart Trzynadlowski discusses the design and technical challenges of augmented reality after a year of game prototype development on Microsoft's HoloLens platform.
VR, Design, Video

We're playing Exapunks with Zach Barth starting at 3PM EDT  
by Bryant Francis [08.29.18]
We're talking to the lead developer of hacking simulator Exapunks starting at 3PM EDT.
Console/PC, Design, Video

Video: What developers should expect from design tests  
by Staff [08.28.18]
In this GDC 2018 talk, Studio Gobo's Peter Buchardt discusses best practices when taking design tests to help young designers land careers in a field they love.
Console/PC, Design, Video

Why Donut County changed halfway through development  
by Emma Kidwell [08.28.18]
Donut County was finally released today after six years in development-- but it was originally supposed to be an entirely different game.
Indie, Design, Production, Video

Video: Why great ideas aren't enough when developing your game  
by Staff [08.27.18]
Supercell veteran Touko Tahkokallio (Boom Beach, Hay Day) shares his game design philosophy and presents practical examples of granular design around aspects of the company's games. ‚Äč
Video

Dave Gilbert explains how BioWare RPGs inspired adventure game Unavowed  
by Bryant Francis [08.24.18]
We sat down with the lead developer of Unavowed to discuss how point-and-click adventure games can learn from modern-day RPGs.
Console/PC, Design, Video

How World of Warcraft helped Epidemiologists create better disease models  
by Staff [08.24.18]
In this GDC 2011 talk, Rutgers University's Nina H. Fefferman explains how an outbreak in World of Warcraft helped Epidemiologists better understand the flow of diseases in society.
Console/PC, Design, Video

Chat with Unavowed lead developer Dave Gilbert at 3PM EDT 1
by Bryant Francis [08.24.18]
We're talking to adventure game veteran Dave Gilbert starting at 3PM EDT on Twitch.
Console/PC, Design, Video