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April 19, 2019
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Updates » Video
Video: Shadow Cities and the future of location-based games  
by Staff [01.23.19]
In this GDC 2012 talk, Grey Area's Markus Montola discusses Shadow Citiesand some of the key lessons from the early days of mobile location-driven video games.
Smartphone/Tablet, Design, Video

Alt.Ctrl.GDC Showcase: Neon Nemesis  
by Joel Couture [01.23.19]
Neon Nemesis appears to be a four-player arcade game, but a hidden fifth player will make mayhem for the others using a lair filled with traps and deadly mechanisms.
Indie, Video, alt ctrl gdc

Adobe acquires Substance toolkit creator Allegorithmic 12
by Chris Kerr [01.23.19]
Adobe has acquired Allegorithmic, the French company behind the Substance 3D material and texture creation toolkit that's used by a wide variety of game studios.
Art, Design, Production, Video

Video: How I got my mom to play through Plants vs. Zombies  
by Staff [01.22.19]
In this GDC 2012 session, PopCap's George Fan walks through how he managed to get his mom to play video games through the development of Plants Vs Zombies.
Console/PC, Design, Video

Road to the IGF: Nova-box's Seers Isle  
by Joel Couture [01.22.19]
Seers Isle is a visual novel that explores player agency in the genre, casting them as an invisible character who must use choice to change her fate.
Indie, Video, IGF

Road to the IGF: Julián Cordero's levedad  
by Joel Couture [01.22.19]
levedad is an autobiographical game of long-exposure photography, but one that asks the player to bring their own personal meaning to the places and things they choose to capture in their lens.
Indie, Video, IGF

Video: The highs and lows of Hitman's episodic release  
by Staff [01.18.19]
Io Interactive's Hannes Seifert shares the highs and lows of transforming Hitman into an episodic release title.
Console/PC, Design, Video

Road to the IGF: Greg Lobanov's Wandersong  
by Joel Couture [01.18.19]
Singing is the only way to interact with the people and puzzles of Wandersong, tasking players with using their voice to improve the lives of those they meet.
Indie, Video, IGF

A closer look at the deck-building hack-and-slash success, Book of Demons
by John Harris [01.18.19]
Book of Demons is an unlikely marriage of hack-and-slash and deck-building mechanics. Polish studio Thing Trunk was able to not just make it work, but make it an indie Steam success.
Indie, Design, Video

Video: Brain training for game developers  
by Staff [01.17.19]
In this GDC 2012 talk, game developer Scott Crabtree presents a series of brain games that can help game developers keep their minds sharp for making their own wonderful games.
Console/PC, Production, Video

Road to the IGF: Ian Lilley's Mirror Drop  
by Joel Couture [01.17.19]
Mirror Drop takes players to a puzzling world of endless mirrors and reflections, creating a dizzying realm of repeating visions and colors into infinity.
Indie, Video, IGF

Video: How Life is Strange brought a new era for narrative games  
by Staff [01.16.19]
In this GDC Europe 2016 talk, Dontnod's Christian Divine reflects on the writing and design process for Life is Strange, and how its development heralds a new era for narrative games.
Console/PC, Design, Video

Alt.Ctrl.GDC Showcase: Guitar Wizards  
by Joel Couture [01.16.19]
Guitar Wizards draws a pair of players into a battle of song and light, having them play dueling guitars to launch magical beams at their opponent.
Indie, Video, alt ctrl gdc

Video: How reward systems can guide player experience in World of Warcraft  
by Staff [01.15.19]
Blizzard Entertainment's Travis Day shares some of the hardest lessons learned about how reward systems can guide or harm player experience in games like World of Warcraft and Diablo 3.
Console/PC, Design, Video

Alt.Ctrl.GDC Showcase: OVERTIME  
by Joel Couture [01.15.19]
OVERTIME takes a toy basketball and infuses it with the drama of the final moments of a basketball game.
Indie, Video, alt ctrl gdc

Video: How to digitize games with Race for the Galaxy 1
by Staff [01.14.19]
In this GDC 2018 session, Temple Gates Games' Theresa Duringer presents design tricks for digitizing games like Race for the Galaxy. 
Social/Online, Design, Video

Video: How Double Fine approaches rapid prototyping to create games  
by Staff [01.11.19]
In this GDC 2012 session, Double Fine's Nathan Martz, Brad Muir, Lee Petty and Tim Schafer explain the inspiration and ideas behind their rapid prototyping process (dubbed the Amnesia Fortnight).
Console/PC, Design, Video

Alt.Ctrl.GDC Showcase: Plünge  
by Joel Couture [01.11.19]
Plünge will have players putting their toilet-plunging skills to work, playing through multiplayer minigames that require they plunge as fast and hard as possible with some real plungers.
Indie, Video, alt ctrl gdc

Video: Creating the characters and world of Mafia III
by Staff [01.10.19]
In this GDC 2017 talk, Hangar 13's William Harms discusses how the team used real history to inform Mafia III's characters and overarching narrative
Console/PC, Design, Video

Alt.Ctrl.GDC Showcase: HELLCOUCH  
by Joel Couture [01.10.19]
HELLCOUCH has players playing with seating arrangements, "performing the sacred butt ritual" in order to free a demon from a couch.
Indie, Design, Video, alt ctrl gdc