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Updates » Video
Video: Sid Meier explores 'interesting decisions' in gameplay  
by Bryant Francis [09.27.18]
The creator of Civilization and other strategy games takes the stage to discuss the nature of "interesting decisions" in game design.
Console/PC, Design, Video

'First on Discord' initiative launching with seven (timed) PC exclusives 2
by Chris Kerr [09.27.18]
Game community platform Discord has revealed which games will be the first to debut exclusively though its fledgling Discord Marketplace.
Console/PC, Business/Marketing, Video

Video: Networking the online gameplay of Halo: Reach 1
by Staff [09.26.18]
Travel back in time and take a look at the networking that made Halo Reach's online gameplay possible.
Console/PC, Programming, Video

Video: A classic postmortem of the trailblazing Ultima Online  
by Staff [09.25.18]
In this 2018 GDC session, Raph Koster, Starr Long, Richard Garriott de Cayeux (Lord British himself) & Rich Vogel talk about the things that went wrong and right in making and running Ultima Online.
Social/Online, Programming, Art, Design, Production, Business/Marketing, Video, Vault

2K launches 'Foundations' program to support underprivileged communities  
by Chris Kerr [09.25.18]
The initative will help underprivileged neighborhoods by providing "essential technology upgrades" in community centres, and also refurbishing local basketball courts.
Console/PC, Business/Marketing, Video

Video: Psychosis and the making of Hellblade
by Staff [09.24.18]
In this GDC 2018 talk, Ninja Theory's Dominic Matthews and Tameem Antoniades discuss the delivery of the mental health themes in Hellblade: Senua's Sacrifice.
Console/PC, Design, Video

Video: Designing Titans, the 'moving' levels in God of War III
by Staff [09.21.18]
In this classic GDC 2012 talk, Sony Santa Monica's Chris O'Neill and Bruno Velazquez share the development story of making God of War III's Titans from elevator pitch to completion.
Console/PC, Design, Video

Video: Game design lessons worth learning from collectible card games  
by Staff [09.20.18]
At GDC 2011 game designer Skaff Elias (who worked on a number of Magic card sets) offers insight on how you might apply the best practices of CCG design to your own games, be they physical or digital.
Console/PC, Indie, Design, Video

Video: Lessons learned from trying to gamify death  
by Staff [09.19.18]
At GDC 2012, game dev Margaret Robertson explains how UK studio Hide&Seek was asked to make a documentary game about the discovery of a corpse in a busy London block of flats -- and what they learned.
Console/PC, Indie, Serious, Design, Video, Vault

Rovio has an AR Angry Birds game coming to Magic Leap One  
by Alissa McAloon [09.19.18]
Angry Birds developer Rovio is working with Resolution Games to bring a new Angry Birds slingshot game to Magic Leap's new AR headset.
VR, Video, Magic Leap

Sony making mini-console debut with PlayStation Classic 6
by Chris Kerr [09.19.18]
The dinky device will come pre-loaded with 20 classic titles, including fan-favorites such as Final Fantasy VII, Ridge Racer Type 4, Wild Arms, and Tekken 3.
Console/PC, Business/Marketing, Video

Watch our conversation with Spider-Man game director Ryan Smith  
by Bryant Francis [09.18.18]
We chatted with Insomniac Games game director Ryan Smith to learn more about the making of Marvel's Spider-Man.
Console/PC, Design, Video

Video: A how-to guide for Muslim representation in video games
by Staff [09.18.18]
In this GDC 2018 talk, Warner Brothers Montreal's Osama Dorias draws on his life experience, research, and industry experience to explain the importance of positive Muslim representation.
Console/PC, Design, Video

Spider-Man director Ryan Smith is taking your questions at 4:10PM EDT  
by Bryant Francis [09.18.18]
Insomniac Games' Ryan Smith is taking your questions at 4:10PM EDT as we play Spider-Man on the Gamasutra Twitch channel!
Console/PC, Design, Video

Video: Rapid prototyping for Titanfall 2's single-player mode  
by Staff [09.17.18]
In this GDC 2018 talk, Respawn Entertainment's Christopher Dionne explains a rapid-prototyping technique that helped the studio quickly build levels in Titanfall 2's single-player mode.
Console/PC, Design, Video

Warren Spector shares how to find personal success in the game industry  
by Emma Kidwell [09.17.18]
Deus Ex director Warren Spector delivered a keynote about developer success at the Midwest Game Developers Conference, which the Wisconsin Game Alliance has uploaded to their YouTube channel.
Console/PC, Design, Video

Game Design Deep Dive: Creating Falcon Age's feathered companion
by Outerloop Games [09.17.18]
Let’s do a deep dive of the design of the falcon, animation and rig setup, AI and navigation, feather tech, and raptor sounds.
Console/PC, Programming, Design, Production, Video

Video: The iterative programming pipeline of Far Cry 4  
by Staff [09.14.18]
In this 2015 GDC talk, Ubisoft Montreal's Remi Quenin discusses game-changing improvements applied to the programming pipeline of Far Cry 4.
Console/PC, Design, Video

Video: The risky development of Sword & Sworcery  
by Staff [09.13.18]
In this classic GDC 2012 talk, Capy Games' Nathan Vella outlines the choices made by the team that helped one of the App Store's weirdest games become a critical and financial success.
Indie, Design, Video

Video: How writers can utilize Wikipedia in their research  
by Staff [09.12.18]
In this GDC 2016 talk, Seasun's Chris Hepler explains how game writers can learn facts fast enough to make their game stand up to expert scrutiny and sound like an expert.
Console/PC, Design, Video