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September 23, 2018
arrowPress Releases
  • 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
Niantic previews AR tech designed to create 'meaningful' interactions  
by Chris Kerr [06.29.18]
"Ideally, AR objects should be able to blend into our reality, seamlessly moving behind and around real world objects."
VR, Programming, Video

Video: How Severed blends 2D and 3D visuals  
by Staff [06.28.18]
In this GDC 2016 session, Drinkbox Studios' Augusto Quijano offers some insight into the visual design of the 2D/3D hybrid game Severed.
Console/PC, Art, Design, Video

Using VR audio to bring a sense of scale to pint-sized puzzler Moss  
by Chris Kerr [06.28.18]
"I adopted a mindset that I don’t know what the 'right way' is, and that predisposed me to thinking about problems with the game's needs and player experience over convention."
VR, Audio, Production, Video

Video: How West of Loathing became a game made out of jokes 1
by Staff [06.27.18]
In this GDC 2018 talk, Asymmetric's Zack Johnson, creative director of acclaimed slap-stick-figure cowboy RPG West of Loathing, discusses the team's approach to comedy in video games.
Indie, Design, Video

Video: How Insomniac reinvented the Ratchet & Clank franchise  
by Staff [06.26.18]
In this GDC 2018 talk, Ratchet & Clank veterans Brian Allgeier and TJ Fixman share their stories about the evolution of the franchise.
Console/PC, Design, Video

Nintendo brings Labo support to Mario Kart 8 Deluxe, with more games to come  
by Alissa McAloon [06.26.18]
Nintendo is merging its craftable cardboard Labo accessories with its existing titles by updating Mario Kart 8 Deluxe with support for the Toy-Con Motorbike from the Labo Variety Kit.
Console/PC, Video

Video: How the quests in Horizon Zero Dawn balanced action and RPG  
by Staff [06.25.18]
In this GDC 2018 session, Guerrilla Games' Blake Rebouche discusses what it was like developing quests for Horizon Zero Dawn.
Console/PC, Design, Video

Video: Procedurally generating history in Caves of Qud  
by Staff [06.22.18]
In this GDC 2018 talk, Freehold Games' Jason Grinblat goes over the approach he used to generate histories for Caves of Qud.
Console/PC, Design, Video

Valve's updated Knuckles VR controller brings pinpoint finger-tracking  
by Chris Kerr [06.22.18]
Valve has given us a look at the latest version of its SteamVR Knuckles motion controller, alongside a Portal-inspired 'Moondust' demo showing the tech in action. 
VR, Console/PC, Production, Video

Video: How Blizzard created the visual effects of Diablo III  
by Staff [06.21.18]
In this GDC 2013 session, Blizzard Entertainment's Julian Love discusses the implementation of visual effects in Blizzard's Diablo franchise.
Console/PC, Art, Video

Dev taps blockchain tech to make Pokemon playable on Twitch -- for a price 1
by Alex Wawro [06.20.18]
While the game itself isn't terribly fresh (it's basically Twitch Plays Pokemon, For A Price) it is intriguing to see a dev layering in cryptocurrency fees to play a live game on a per-action basis.
Social/Online, Business/Marketing, Video

Video: How EA manages source control for globally distributed games  
by Staff [06.20.18]
In this GDC talk, EA's Josh Nixdorf goes over his team's best practices for handling the source control and build and test automation challenges for globally distributed titles like FIFA.
Console/PC, Programming, Video

Onrush dev breaks down the prototyping of Codemasters' arcade racer  
by Bryant Francis [06.20.18]
Watch the director of Onrush explain the process behind making an off-kilter racing game.
Console/PC, Design, Video

Chat with the developers of Onrush at 3PM EDT  
by Bryant Francis [06.20.18]
We're talking to the makers of Onrush about making a hero...driver racing game starting at 3PM EDT.
Console/PC, Design, Video

'It can never be that simple': Designing the quests of Cyberpunk 2077 1
by Bryant Francis [06.20.18]
CD Projekt Red quest designer Patrick Mills explains the underlying ideas informing the development of Cyberpunk 2077's open-world quests.
Console/PC, Design, Video, E3

Video: How Primal Rage II bounced back 20 years after being cancelled  
by Staff [06.19.18]
In this GDC 2018 session, Hitsparks Games' Chris Tang discusses the death and rebirth of Primal Rage II an Atari arcade fighting game cancelled back in 1997 and brought back by fans.
Console/PC, Design, Video

Video: Creating the narrative of Rise of the Tomb Raider  
by Staff [06.18.18]
In this GDC 2016 talk, writers and narrative designers from Rise of the Tomb Raider discuss how they worked together to build the next stage of Lara Croft's adventures.
Console/PC, Design, Video

Video: Building the touchy-feely world of Media Molecule's Tearaway  
by Staff [06.15.18]
At GDC 2013, Tearaway creative lead Rex Crowle described the challenges of designing and building a world that can flex, fold, tear and crumple under the fingertips of players.
Console/PC, Design, Video, Vault

Designing Wizard of Legend's fighting game-inspired spell combos 1
by Joel Couture [06.15.18]
"We took a lot of lessons from fighting games and manually adjusted a number of variables for each spell that made them feel good to use," says dev Dahoon Lee of the spell design for Wizard of Legend.
Console/PC, Indie, Design, Video

Video: Lessons learned during the development of Guacamelee!  
by Staff [06.14.18]
In this GDC 2014 talk, DrinkBox Studios' Chris Harvey delves into the development of Guacamelee! from concept to release, discussing all of the difficult decisions made during production.
Video