Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
July 29, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Video
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

Epic releases Unreal Engine 4.8, with VR tech  
by Christian Nutt [06.11.15]
Today Epic Games has released the latest version of its engine -- which includes an array of improvements for working with VR tech, and the A Boy and His Kite demo from GDC.
Console/PC, Smartphone/Tablet, Programming, Video

Video: What it takes to be an indie developer and a mom 2
by Staff [06.11.15]
During the Indie Soapbox panel at GDC 2015, Finji's Bekah Saltsman speaks about the tough challenges that come with pursuing a career in indie game development as a mom -- and how she's tackled them.
Indie, Production, Video, Vault

Watch Oculus' first press conference right here at 10 AM Pacific  
by Alex Wawro [06.11.15]
Oculus is hosting its first press conference today in San Francisco at 10 AM Pacific, and they're streaming it out to the world. Watch it here right now.
Console/PC, Business/Marketing, Video

Video: Deconstructing the successful design of Crossy Road  
by Staff [06.09.15]
At GDC 2015, Crossy Road devs Andy Sum and Matt Hall offer deep insight into their game's production and how the viral hit was developed in just 12 weeks as an experiment in free-to-play game design.
Smartphone/Tablet, Design, Production, Business/Marketing, Video, Vault

Video: How to make your game just completely hilarious 1
by Staff [06.08.15]
Stanley Parable co-creator William Pugh takes the stage at GDC 2015 to deliver a talk on humor in games that's both amusing and remarkably adept at breaking down what it takes to make a comedy game.
Console/PC, Indie, Design, Video, Vault

Video: Blizzard's chief on how to rule the world (of Warcraft)  
by Staff [06.05.15]
In this rare (and newly-unearthed!) footage from GDC Austin 2007, Blizzard head Mike Morhaime speak to the company's philosophy and outlook in the years after the launch of its smash hit MMORPG.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Take a look at the Steam Controller in action 5
by Christian Nutt [06.04.15]
Alongside preorders for all of the upcoming the Steam hardware, Valve has put up a slick video demonstrating the final version of its controller.
Console/PC, Business/Marketing, Video

Video: No one knows about your game -- here's what to do about it 3
by Staff [06.04.15]
At GDC 2013, veteran dev Chris Hecker takes a measured look at the complicated challenge of standing out in the game business -- even with something "highly anticipated" like his upcoming SpyParty.
Console/PC, Indie, Business/Marketing, Video, Vault

Valve's Chet Faliszek on VR development: 'We don't know anything' 2
by Alex Wawro [06.03.15]
Valve's Chet Faliszek delivers a compact 20-minute talk at Slush Play 2015 about Valve's approach to VR development, which (for now) seems to be all about experimentation and knowledge-sharing.
Console/PC, Design, Video

With Fallout 4 announced, check out how the first one was made  
by Staff [06.03.15]
Bethesda Softworks finally pulled the veil back on Fallout 4, coming to PlayStation 4, Xbox One, and PC. Here’s developer Tim Cain talking about creation of 1997's original Fallout.
Console/PC, Video, Vault, GDC

Video: The ordinary writing of Danganronpa's extraordinary story 1
by Staff [06.02.15]
Speaking at GDC 2015, Danganronpa series writer/director Kazutaka Kodaka explained the methods and explored the principles he uses to craft memorable game characters and stories.
Console/PC, Design, Video, Vault

Video: How Unity and tools like it can stifle your creativity 6
by Staff [06.01.15]
Developer Cliff "Cliffski" Harris takes to the Indie Soapbox at GDC 2015 to deliver a tongue-in-cheek tirade about how Unity and tools like it keep developers from achieving their peak potential.
Indie, Production, Video, Vault

Video: Designing cities for high-speed traversal in Sunset Overdrive  
by Staff [05.29.15]
At GDC 2015, Insomniac Games' Liz England deconstructs the design of Sunset Overdrive and the two scrapped cities that Insomniac built before arriving at the game's iconic Sunset City setting.
Console/PC, Design, Video, Vault

How Sunburn! became a game about dragging your pals to their deaths 2
by Bryant Francis [05.29.15]
Worst-case scenario: your spaceship is gone, your crew is scattered, and there’s no hope for rescue. Your only option: Grab your crew and fly into the sun, so at least you don’t die alone.
Smartphone/Tablet, Indie, Art, Design, Production, Video

Video: What playing poker taught me about designing game AI  
by Staff [05.28.15]
At GDC 2015 Intrinsic Algorithm's Dave Mark shares a newfound love of poker, some of the logic required in playing the game, and how it relates to AI problems that developers face on a daily basis.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Video, Vault

Video: Making games you play for years - A Clash of Clans postmortem  
by Staff [05.26.15]
Speaking at GDC 2015, Clash of Clans developer Jonas Collaros took a shot at deconstructing the hit game's development history and asking: what lessons can developers learn from Supercell's Clash?
Social/Online, Design, Production, Video, Vault

Video: Using a real-time feedback system to make better games  
by Staff [05.25.15]
Unknown Worlds' Hugh Jeremy explains how and why building a real-time sentiment feedback system into its open-world undersea exploration game Subnautica helped the studio make a better game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Video: Designing an immersive user interface for Hearthstone 6
by Staff [05.22.15]
Hearthstone senior UI designer Derek Sakamoto breaks down Blizzard's approach to UI design at GDC 2015, in the process shedding light on how you can best craft a great UI for your own game.
Smartphone/Tablet, Art, Design, Video, Vault

Opinion: Why Guild Wars 2's 'execution'-style ban was a bad idea 18
by Katherine Cross [05.22.15]
ArenaNet recently banned an infamous hacker from its MMO Guild Wars 2 -- by way of virtual execution. But public humiliation is not really the way to go about it, argues Katherine Cross.
Console/PC, Social/Online, Video